16 research outputs found

    THE DYNAMICS OF REACTANCE AND COGNITIVE STRUCTURE: REACTANCE, RESTORATION, AND TIME.

    Get PDF
    This dissertation examined the effects of freedom-limiting communication on attitude structures at three points in time. A 2 (Threat to freedom: low threat vs. high threat) x 2 (Restoration postscript: present vs. filler postscript) x 3 (Time: immediate-time measurement vs. one-minute delay vs. two-minute delay) plus 3 (control groups for each time point: immediate-time measurement vs. one-minute delay vs. two-minute delay) between-participants design was employed. The results replicated the findings of existing research on reactance by showing that when threat to freedom was high, a boomerang effect emerged, leading to change in attitude and behavioral intention in the direction opposite to the one advocated in the message. This study also advanced the theory of reactance by documenting how threat to freedom affects both the focal attitude concept targeted by the message (here, recycling) as well as a concept related to the target concept (here, energy conservation). In addition, the effects of pairing different levels of threat to freedom with a restoration postscript were examined: The findings indicated that adding a restoration postscript (defined as the suggestion that an individual still has freedom to make a decision) to low threat to freedom messages might be detrimental to persuasion as compared to adding a restoration component when threat to freedom is high. Finally, the effects of threat to freedom and restoration over time were considered: The results of the experiment suggest that reactance effects may not be persistent over time

    Positive affect as informational feedback in goal pursuit

    Get PDF
    Two studies investigated the cognitive activation of a goal following a promise to complete it. Current theorizing about the impact of positive affect as informational feedback in goal pursuit suggests two contradictory conclusions: (1) positive affect can signal that sufficient progress towards a goal has been made, but also (2) positive affect can signal that commitment to a goal should be maintained. When individuals infer that significant progress toward goal achievement has been made, the goal should be deactivated, but when individuals infer that commitment to the goal should be maintained, goal activation should be increased. To determine the conditions in which positive affect leads to increased goal activation as opposed to goal deactivation, we proposed that competing goals serve as a moderator. We found that positive affect led to decreased goal activation when competing goals were present, but to increased goal activation when competing goals were absent

    Deceptive Language by Innocent and Guilty Criminal Suspects: The Influence of Dominance, Question, and Guilt on Interview Responses

    Get PDF
    Matthew L. Jensen is an assistant professor in the Price College of Business and a researcher in the Center for Applied Social Research at the University of Oklahoma. His primary research interests are deception and credibility in online and face-to-face interaction. Recent publications have dealt with computer-aided deception detection and establishing credibility online.Yeshttps://us.sagepub.com/en-us/nam/manuscript-submission-guideline

    Mitigating bias blind spot via a serious video game

    Get PDF
    We employed a serious video game to train participants on bias blind spot (BBS), capturing training effects on BBS mitigation and knowledge at three points in time. Experiment 1 (N = 703) compared the effects of hybrid training (a combination of implicit and explicit training) to implicit training; Experiment 2 (N = 620) tested the effects of just-in-time versus delayed feedback; and Experiment 3 (N = 626) examined the effects of singleplayer versus multiplayer learning environments. We also tested differences in game duration (30 vs. 60 minute play) and repetition (single vs. repeated play). Overall, the video game decreased BBS linearly over time and increased BBS knowledge at posttest, but knowledge decayed at 8-week posttest. These and other results are discussed, along with the implications, limitations, and future research directions

    Exploring Failure and Engagement in a Complex Digital Training Game: A Multi-method Examination

    Get PDF
    Digital games are ideal for training complex decision making skills because they allow players to experience decision making processes and consequences. However, training complex skills often results in failure, which may undermine learning engagement. Traditional training methods employing observational learning (e.g., training videos) do not cause learners to fail but forfeit experiential learning that makes training games so engaging. Our exploratory work addresses the trade-off between experiencing and observing failure and explores their effect on the level of training engagement. Building on past engagement research, we argue that learning engagement contains both cognitive and affective facets and that these facets may diverge, especially when individuals experience failure. To test these ideas, we conducted an experiment (N = 156) comparing engagement in game-based training, in which participants experienced failure, and video-based training, in which participants observed failure. We collected cognitive and affective indicators of engagement using physiological and self-report measures. We found game-based experiential learning increased such indicators of engagement as attention and temporal disassociation even though players widely failed to meet game objectives. Players also experienced elevated arousal and decreased positive affect. In addition, we compared physiological measures of engagement with self-reported measures and discuss their merits and limitations

    Mitigation of Cognitive Bias with a Serious Game: Two Experiments Testing Feedback Timing and Source

    Get PDF
    One of the benefits of using digital games for education is that games can provide feedback for learners to assess their situation and correct their mistakes. We conducted two studies to examine the effectiveness of different feedback design (timing, duration, repeats, and feedback source) in a serious game designed to teach learners about cognitive biases. We also compared the digital game-based learning condition to a professional training video. Overall, the digital game was significantly more effective than the video condition. Longer durations and repeats improve the effects on bias-mitigation. Surprisingly, there was no significant difference between just-in-time feedback and delayed feedback, and computer-generated feedback was more effective than feedback from other players

    Mitigation of Cognitive Bias with a Serious Game: Two Experiments Testing Feedback Timing and Source

    Get PDF
    One of the benefits of using digital games for education is that games can provide feedback for learners to assess their situation and correct their mistakes. We conducted two studies to examine the effectiveness of different feedback design (timing, duration, repeats, and feedback source) in a serious game designed to teach learners about cognitive biases. We also compared the digital game-based learning condition to a professional training video. Overall, the digital game was significantly more effective than the video condition. Longer durations and repeats improve the effects on bias-mitigation. Surprisingly, there was no significant difference between just-in-time feedback and delayed feedback, and computer-generated feedback was more effective than feedback from other players
    corecore