This book presents the basic procedures for utilizing SAS Enterprise Guide to analyze statistical data. SAS Enterprise Guide is a graphical user interface (point and click) to the main SAS application. Each chapter contains a brief conceptual overview and then guides the reader through concrete step-by-step examples to complete the analyses. The eleven sections of the book cover a wide range of statistical procedures including descriptive statistics, correlation and simple regression, t tests, one-way chi square, data transformations, multiple regression, analysis of variance, analysis of covariance, multivariate analysis of variance, factor analysis, and canonical correlation analysis. Designed to be used either as a stand-alone resource or as an accompaniment to a statistics course, the book offers a smooth path to statistical analysis with SAS Enterprise Guide for advanced undergraduate and beginning graduate students, as well as professionals in psychology, education, business, health, social work, sociology, and many other fields.
Research supporting terror management theory has shown that participants facing their death (via mortality salience) exhibit more greed than do control participants. The present research attempts to distinguish mortality salience from other forms of mortality awareness. Specifically, the authors look to reports of near-death experiences and posttraumatic growth which reveal that many people who nearly die come to view seeking wealth and possession as empty and meaningless. Guided by these reports, a manipulation called death reflection was generated. In Study 1, highly extrinsic participants who experienced death reflection exhibited intrinsic behavior. In Study 2, the manipulation was validated, and in Study 3, death reflection and mortality salience manipulations were compared. Results showed that mortality salience led highly extrinsic participants to manifest greed, whereas death reflection again generated intrinsic, unselfish behavior. The construct of value orientation is discussed along with the contrast between death reflection manipulation and mortality salience.
A structural model was developed based on the Multicultural Assessment-Intervention Process (MAIP) framework that allowed for the exploration of the shifting construct. Implications for future research are discussed.
One hundred fifty-one subjects from 10 to 20 years old were surveyed to determine their attitudes toward video game playing and its role in their lives. Concerns have been expressed in the public media that video game playing is addictive for youngsters and leads to excessive expenditures of time and money, poorer school performance, reduced involvement in sports, and less opportunity to develop social skills. The survey data did not support these contentions. Although approximately 10% of the subjects appeared to show some compulsive aspects in their play, no identifiable problems were correlated with the amount of time spent playing. For the great majority, video game playing was an enjoyable activity held in perspective with other aspects of their lives.One result of the recent progress in microcomputer technology has been the development of video game machines. Although introduced in a primitive form in 1972 , their greatest rise in sophistication and popularity began in 1979 with the introduction of the game Space Invaders (Surrey, 1982). In the period from 1979 to late 1981 , game sales rose from approximately $40 million to about $500 million (Greenburg , 1981b). By 1982 , approximately $4 billion worth of quarters was being spen t to play games annually across the world (Surrey, 1982).The rapid growth in video game popularity , together with the avid way young people play , has generated concern among social scientists, parents, and politicians about the effect the games have on their players (e.g., Greenburg, 1981a;Mandel, 1983). Such concerns include the fears that young people who play video games will not develop necessary social skills due to the apparent nonsocial nature of such playing and that video game playing is an addictive type of behavior, resulting in players' spending excessive amounts of money on the games, participating less in active sports, and ignoring school work. Further concerns are that the violent themes common in video games may encourage generalized aggressive behavior and that the social milieu of video game arcades encourages drug abuse, loitering, and other problems.The first attempts to address these issues were reported by Brooks (1983), who conducted a large survey of video game players in arcades in Los Angeles, California , and by Mitchell (1983), who studied the impact of home video games on family life . Brooks (1983) reported that We gratefully acknowledge the arcade owners'cooperation in allowing us to conduct the survey on their premises. Requests for reprints should be sent to Eric A. Egli, who is now at the Department of Psychology, University of Minnesota, Minneapolis,68% or more of those surveyed had at least a C average in school, more than half had full or part-time jobs, and 39% participated in extracurricular activities at school. In addition, the majority of the youths in the arcades played less than half the time they were inside , spending the rest of the time talking to friends or watching others playing the games. His conclusion was that video game pl...
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