Stereotype priming can lead to assimilation or contrast effects on behavior. We argue that self-activation is a moderator of both assimilation and contrast effects. To test this hypothesis, in two studies, we activated independent or interdependent self-knowledge before priming participants with the dumb Blonde stereotype or a control category (Study 1) or no prime (Study 2). Participants then answered a knowledge test. Results support our expectations: Participants presented assimilation under interdependence (i.e., underperformance compared to control group) while they presented no assimilation (i.e., comparable performance with control group in Study 1) and contrast (better performance than control group in Study 2) under independence. We discuss implications of these findings in regards of previous research and recent models such as the Active
The overuse of online games is known to be inversely related to various indicators of well-being. This article validates the DSM-5 criteria of internet gaming disorder (IGD), and analyzes its links with five indicators of well-being: life satisfaction, loneliness, anxiety, depression, and academic performance in a French-speaking sample of 693 gamers. Exploratory and confirmatory factor analyses showed a one-factor structure of IGD criteria. The IGD scale showed satisfactory validity and reliability and was related in a consistent way with well-being measures. The IGD scale appears to be an appropriate measure to assess video game addiction and will contribute to increase the comparability of international research on video game addiction.
Research has indicated that many video games are saturated with stereotypes of women and that these contents may cultivate sexism. The purpose of this study was to assess the relationship between video game exposure and sexism for the first time in a large and representative sample. Our aim was also to measure the strength of this association when two other significant and well-studied sources of sexism, television exposure and religiosity, were also included in a multivariate model. A representative sample of 13520 French youth aged 11–19 years completed a survey measuring weekly video game and television exposure, religiosity, and sexist attitudes toward women. Controlling for gender and socioeconomic level, results showed that video game exposure and religiosity were both related to sexism. Implications of these results for future research on sexism in video games are discussed.
Priming effects of cooperation vs. individualism were investigated on changeover speed within a 4 x 100-m relay race. Ten teams of four adult beginner athletes ran two relays, a pretest race and an experimental race 3 weeks later. Just before the experimental race, athletes were primed with either cooperation or individualism through a scrambled-sentence task. Comparing to the pretest performance, cooperation priming improved baton speed in the exchange zone (+30 cm/s). Individualism priming did not impair changeover performance. The boundary conditions of priming effects applied to collective and interdependent tasks are discussed within the implicit coordination framework.
Evaluative learning Attitude formation dual models Effect of attention on affectRecent studies showed that people evaluate objects more favorably when these objects are gazed-at by others, an effect coined as "mimetic desire". In two studies, we tested whether mimetic desire stems from an automatic form of learning by examining one dimension of automaticity, i.e., people's awareness of the objectgaze association. Participants saw 6 neutral art paintings associated with a female gazing toward two of the paintings, away from two of the paintings, and closing her eyes with respect to the last two paintings. After the exposition phase, participants evaluated the paintings and performed a contingency-awareness test. Importantly, participants' responses on this test were genuinely driven by memory and not by inferences from liking. Results show that participants preferred objects that were gazed-at but only when they were aware of the object-gaze association. Hence, despite the adaptive function of joint attention, its impact on valence acquisition does not seem to qualify as an implicit learning process.
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