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Table of Content

    01 December 2024Volume 12 Issue 12 Previous Issue   
    The Impact of Advice-seeking Motivation and Advice Source on Advice Taking in the Context of Human-machine Collaboration
    BIYifei, FENGLi, PENGLiting, DUXiufang
    Psychology: Techniques and Application. 2024, 12 (12):  705-712. 
    Abstract ( 214 )   PDF(pc) (911KB) ( 545 )   Save

    Advice from algorithms are not always provided independently by AI, but may also be jointly provided by experts and AI, that is, human-machine collaboration. So, in the context of human-machine collaboration, there is currently little research exploring the impact of decision makers' advice-seeking motivations on advice taking. Therefore, this study explores the impact of advice source and advice-seeking motivation on advice taking in the context of human-machine collaboration, using disease prediction materials. Study 1 employed a single-factor (advice source: expert/AI/human-machine collaboration) between-subjects design and found that decision-makers took advice from human-machine collaboration more than those from AI, while there was no significant difference between the advice taking from human-machine collaboration and experts. Study 2 used a 2 (advice source: expert/human-machine collaboration) × 3 (advice-seeking motivation: relational motivation/accuracy motivation/control group) between-subjects design and found that decision-makers took advice from human-machine collaboration more than those from experts. Additionally, the advice taking was higher under the relational motivation condition than under the accuracy motivation condition. The results of this study indicate that people are willing to accept advice given by experts using AI

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    The Impact of Bullet Screen Content on the Sense of Virtual Community
    SHI Yongheng, ZHAO Yufang, ZHAO Chaoran, Gong Wenzhuo, Xu Ziyuan
    Psychology: Techniques and Application. 2024, 12 (12):  713-722. 
    Abstract ( 199 )   PDF(pc) (3034KB) ( 751 )   Save

    With the rise and growth of bullet screen videos, academic interest in“danmaku culture” is growing.The bullet screen feature superimposes time-synchronized user comments on videos, creating a unique shared viewing experience for online audiences. This study aims to explore the mechanisms by which bullet screen content influences users' sense of virtual community. Using a combination of behavioral and eye-tracking experimental methods, the study investigated the relationship between type of bullet screen comments and the sense of virtual community, and also examined the mediating role of bullet-screen involvement. The results of the study showed that compared to non-meme bullet screens, memes attracted more users' attention, promoted higher involvement in the bullet screen videos, and enhanced the sense of virtual community. This study reveals that danmaku memes are common symbols and markers of group identity in a virtual community of bullet screen videos, and elucidates the intrinsic mechanism by which the type of bullet screen comment affects the sense of virtual community.


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    The Influence of Oneself-Group Decision-Making and Distribution methods on the Fairness Evaluation of Cooperation: An ERP Study
    CHENYan, XIEYufeng, ZHAOYinghui, ZHANGGuiling, ZHANXiaolin
    Psychology: Techniques and Application. 2024, 12 (12):  723-734. 
    Abstract ( 112 )   PDF(pc) (2200KB) ( 588 )   Save

    By using event related potential (ERPs) technique, this paper discusses how decision objects and distribution methods affect the time process of individual fairness evaluation in cooperative tasks. The experiment adopts the within-subject design of 2 (decision objects: oneself, the group) × 2 (distribution methods: contribution distribution, equal distribution). Making decisions for themselves induces larger P2 and small FRN than for groups. When individuals made decisions for themselves, the P3 induced by contribution distribution was significantly smaller than that induced by equal distribution, while made decisions for their own groups, there was no significant difference between two kinds of distribution methods. The results show that the decision-making object is given priority to be processed and considered in the early stage, while the fair evaluation in the late stage is jointly regulated by the decision-making object and the distribution methods.

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    Thematic Analysis Method: A New Perspective on Qualitative Research in Chinese Psychology
    GAO Qing, LEE Chao-Hsü
    Psychology: Techniques and Application. 2024, 12 (12):  735-749. 
    Abstract ( 501 )   PDF(pc) (1310KB) ( 4645 )   Save

    Compared to mainstream quantitative research in psychology, thematic analysis has unique perspectives and advantages. As a practical technique for analyzing qualitative data, thematic analysis holds a multifaceted philosophical foundation and methodological framework, with steps that include: familiarization with the data, initial coding, searching for themes, reviewing themes, conceptualization of themes, and development of a conceptual model. This method is powerful, effective, simple and flexible, but requires attention to specific norms of use. Currently, qualitative research in Chinese psychology is developing rapidly, but it also reveals problems such as insufficient methodological understanding and a large number of generic qualitative studies. Thematic analysis has shown great value in the regularization of qualitative research, the methodological revolution of psychology, and the localization of psychology, and has broad application prospects in many branches of Chinese psychology.

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    The Impacts of Video Games on Executive Function
    HENG Shupeng, ZHENG Danfeng
    Psychology: Techniques and Application. 2024, 12 (12):  750-763. 
    Abstract ( 154 )   PDF(pc) (1375KB) ( 1312 )   Save

    Executive function is a kind of high-level cognitive process, which controls behavior from the top down and needs the participation of consciousness, emotion and thinking. Numerous studies have demonstrated the positive effects of video games on executive function. Learning to learn theory and common demands theory also explain the relationship between video games and executive function from different perspectives. Through the review of previous empirical studies, it is found that the promotion effect of video games on executive function is affected by many factors, including the characteristics of video games themselves, such as game types and game mechanisms. It is also closely related to individual factors, such as age, game experience, and so on. Future research needs to further explore the long-term effects of video games on executive function and their underlying mechanisms, and strengthen applied research in this field.

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    An Innovative Exploration from Theory to Classroom Practice-----Comment of The Psychology of Embodied Education: From Mirror Neurons to Mentalizing Classroom #br#
    BAO Chenye
    Psychology: Techniques and Application. 2024, 12 (12):  764-768. 
    Abstract ( 254 )   PDF(pc) (935KB) ( 947 )   Save

    Since the discovery in the 1990s, mirror neurons have sparked considerable discussion in the fields of psychology, neuroscience, cognitive science, and philosophy. In this book, Embodied Educational Psychology: From Mirror Neurons to Mentalizing Classroom (2024), Chen Wei offers a novel view by merging the theory of embodied cognition with educational psychology through the lens of mirror neurons. The current paper reviews the origins and development of mirror neurons, extending to how embodied cognition can be integrated into education, particularly focusing on its impact on children’s cognitive development and classroom instructional strategies. The article evaluates the book’s theoretical framework, its application in educational settings, its influence on children’s cognitive development, and its approach to mindful classroom design. The article emphasizes the important contribution of embodied cognition to child learning and educational psychology, and points out the challenges and potential future directions for embodied education.

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