11 research outputs found

    Evaluation of the Gratitude Questionnaire in a Chinese Sample of Adults: Factorial Validity, Criterion-Related Validity, and Measurement Invariance Across Sex

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    The Gratitude Questionnaire (GQ; McCullough et al., 2002) is one of the most widely used instruments to assess dispositional gratitude. The purpose of this study was to validate a Chinese version of the GQ by examining internal consistency, factor structure, convergent validity, and measurement invariance across sex. A total of 1151 Chinese adults were recruited to complete the GQ, Positive Affect and Negative Affect Scales, and Satisfaction with Life Scale. Confirmatory factor analysis indicated that the original unidimensional model fitted well, which is in accordance with the findings in Western populations. Furthermore, the GQ had satisfactory composite reliability and criterion-related validity with measures of life satisfaction and affective well-being. Evidence of configural, metric and scalar invariance across sex was obtained. Tests of the latent mean differences found females had higher latent mean scores than males. These findings suggest that the Chinese version of GQ is a reliable and valid tool for measuring dispositional gratitude and can generally be utilized across sex in the Chinese context

    Effect of video game experience on the simulated flight task: the role of attention and spatial orientation

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    Objective In this study, we investigated the advantages of attention allocation and spatial orientation among video game players (VGPs) and non-video game players (NVGPs) and explored the performance differences between the two groups in flight simulations. Method Thirty candidates from a Chinese university were categorised as VGPs and NVGPs before participating in all tests. Results The comparison of flight performance and eye movement indicators between the two groups showed that the flight performance of VGPs was significantly better than that of NVGPs. We then found that an attention shift task and group factors predicted flight performance during take-off, while spatial orientation and tracking tasks have direct and indirect effects on cruise task performance, respectively. Eye movement indicators can directly predict flight performance to a certain extent. Conclusion We believe that the transfer effect of game experience in simulated flight tasks assisted VGPs in using top-down processing strategies in the flight process, and in better allocating cognitive resources. KEY POINTS What is already known about this topic: The advantages of attention allocation and spatial orientation among video game players (VGPs) and non-video game players (NVGPs). This difference not only caused by gaming experience, but also comes from the interaction of gaming experience and individual differences. The VGPs perform better on simulated flight mission. We speculated that gaming practice had assisted VGPs in using top-down processing strategies in the flight process, and in better allocating cognitive resources. VGPs did not depend solely on low-level cognitive abilities to finish tasks, but rather could rapidly understand the relevant situation and task in order to choose a proper attention allocation strategy, that visual search patterns must be adapted according to different situations, as opposed to reliance on a single parallel or sequence search. What this topic adds: The promotional effects of gaming experience occurred in high-level cognitive processing, but this effect was also observed in low-level ability tests. The key to promoting and maintaining excellent long-term performance are comprehensive cognitive skills, advanced cognitive skills, the establishment of mental models, and adaptive top-down processing strategies. The aviation training system design should not stop at elemental training to improve general cognitive abilities, but should be a comprehensive ability-training game in order to improve training efficiency for pilots. In order to establish a cognitive ability video game training system for pilots in the future, further exploration is needed to understand whether the transfer effect would occur in real world flight missions

    Reference valence effects of affective s-R compatibility: are visual and auditory results consistent?

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    Humans may be faster to avoid negative words than to approach negative words, and faster to approach positive words than to avoid positive words. That is an example of affective stimulus-response (S-R) compatibility. The present study identified the reference valence effects of affective stimulus-response (S-R) compatibility when auditory stimulus materials are used. The researchers explored the reference valence effects of affective S-R compatibility using a mixed-design experiment based on visual words, visual pictures and audition. The study computed the average compatibility effect size. A t-test based on visual pictures showed that the compatibility effect size was significantly different from zero, t (22) = 2.43, p<.05 (M = 485 ms). Smaller compatibility effects existed when switching the presentation mode from visual stimuli to auditory stimuli. This study serves as an important reference for the auditory reference valence effects of affective S-R compatibility

    Positive approach - negative avoidance (consistent pattern, visual pictures).

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    <p>The Group 3 condition tested a consistent pattern based on visual pictures. A picture of the reference object was displayed on the screen, and a corresponding personality adjective appeared on either the left or the right side of the picture.</p

    Positive avoidance – negative approach (inconsistent pattern, audition).

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    <p>The Group 6 condition tested an inconsistent pattern based on audition. The pronunciation of the name of a reference object was displayed in the center of the screen, and a corresponding personality adjective appeared at either the left or the right side of the pronunciation.</p

    Positive avoidance – negative approach (inconsistent pattern).

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    <p>The Group 2 condition tested an inconsistent pattern based on visual words. A reference name appeared on the center of the screen, and a corresponding personality adjective appeared on either the left or the right side of the reference name.</p

    Positive approach - negative avoidance (consistent pattern, audition).

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    <p>The Group 5 condition tested a consistent pattern based on auditory stimuli. The pronunciation of the name of the reference object appeared in the center of the screen, and a corresponding personality adjective appeared at either the left or the right of this pronunciation.</p

    Positive avoidance – negative approach (inconsistent pattern, visual pictures).

    No full text
    <p>The Group 4 condition tested an inconsistent pattern based on visual pictures. A picture of the reference object appeared on the screen, and a corresponding personality adjective appeared on either the left or the right side of the picture.</p
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