This study aimed to explore how core self-evaluations influenced job burnout and mainly focused on the confirmation of the mediator roles of organizational commitment and job satisfaction. A total of 583 female nurses accomplished the Core Self-Evaluation Scale, Organizational Commitment Scale, Minnesota Satisfaction Questionnaire, and Maslach Burnout Inventory-General Survey. The results revealed that core self-evaluations, organizational commitment, job satisfaction, and job burnout were significantly correlated with each other. Structural equation modeling indicated that core self-evaluations can significantly influence job burnout and are completely mediated by organizational commitment and job satisfaction.
Although a considerable literature has grown up around the interactions between emotional state and visual working memory (VWM) performance, the mechanism underlying the impact of the negative emotional state on VWM remains unclear. The present study aimed to test whether the influence of emotional state is related to the early phase or late phase of VWM consolidation process. Across three experiments, we found that the negative emotional state did not affect VWM performance when the presentation time of stimuli was short. However, when the presentation time was long, the negative emotional state increased the VWM precision and reduced the VWM number. According to the two-phase model proposed by Ye et al. (2017), the results suggested that negative emotional state could affect the late phase of resource allocation in VWM consolidation process, but it has no impact on the early consolidation phase. The findings from this study make important contributions to the current literature regarding the emotional modulation of VWM.
The current study examined the associations between specific Internet activities (online shopping, pornography use, social networking site use, and Internet gaming), life satisfaction, and the mediating effects of loneliness and depression for these associations. Participants were 5,215 students (2,303 male participants, Mage = 16.20 years; ranging in age from 10 to 23 years) from various school types (546 elementary school students, 1710 junior high school students, 688 senior high school students, and 2271 university students) who provided self-report data on demographic variables, online shopping, pornography use, social networking site use, loneliness, depression, and life satisfaction. The results indicated that after controlling for demographic variables (gender and age) (a) loneliness and depression had fully positive mediating effects on the association between social networking site use and life satisfaction; (b) loneliness and depression played fully negative mediating effects on life satisfaction associations with online shopping, pornography use, and Internet gaming. Therefore, loneliness and depression were the underlying mechanisms that caused life satisfaction to be affected by online shopping, pornography use, social networking site use, and Internet gaming.
Using the Internet has become one of the most popular leisure activities among postsecondary students in China. Concern about the large number of students using the Internet has led to an increase in research on the influencing factors of Internet addiction and the negative consequences caused by it. This short-term longitudinal study examined the associations among three dimensions of social support [objective support (OS), subjective support (SS), and support utilization (SU)], loneliness, and the four dimensions of Internet addiction (compulsive Internet use [CIU] & withdrawal from Internet addiction [WIA], tolerance of Internet addiction [TIA], time-management problems [TMPs], and interpersonal and health problems [IHPs]) in a Chinese sample. A total of 169 postsecondary first-year students (88 girls and 81 boys; mean age = 18.31 years) participated in the study. The questionnaire measurements were taken at the beginning of the school year (T1), 6 months later (T2), and 1 year later (T3). Cross-lagged and structural equation modeling analyses indicated that (a) OS (T1) and SU (T1) negatively predicted loneliness (T2); and loneliness (T2) negatively predicted OS (T3) and SU(T3); (b) CIU & WIA (T1) and TMPs (T1) positively predicted loneliness (T2); and loneliness (T2) positively predicted CIU & WIA (T3), TIA (T3), TMP (T3), and IHP (T3); (c) SS (T1) directly affected TIA (T3) and TMP (T3); and (d) loneliness (T2) played a mediating role in the relationships between OS (T1) and CIU (T3), OS (T1) and TMP (T3), OS (T1) and IHP (T3), and SU (T1) and IHP (T3). Finally, interventions for Internet addiction and implications for future studies were discussed.
Flow is the experience of effortless attention, reduced self-consciousness, and a deep sense of control that typically occurs during the optimal performance of challenging tasks. On the basis of the person–artifact–task model, we selected computer games (tasks) with varying levels of difficulty (difficult, medium, and easy) and shyness (personality) as flow precursors to study the physiological activity of users in a flow state. Cardiac and respiratory activity and mean changes in skin conductance (SC) were measured continuously while the participants (n = 40) played the games. Moreover, the associations between self-reported psychological flow and physiological measures were investigated through a series of repeated-measures analyses. The results showed that the flow experience is related to a faster respiratory rate, deeper respiration, moderate heart rate (HR), moderate HR variability, and moderate SC. The main effect of shyness was non-significant, whereas the interaction of shyness and difficulty influenced the flow experience. These findings are discussed in relation to current models of arousal and valence. The results indicate that the flow state is a state of moderate mental effort that arises through the increased parasympathetic modulation of sympathetic activity.
The typicality effect during categorization describes a phenomenon whereby typical items are more easily judged as members of a category than atypical items. Prior studies of the typicality effect have often used an inclusion task, which asks participants to assess whether an item belongs to a category. However, the correct exclusion of non-members is also an important component of effective categorization, which has yet to be directly investigated. Thus, the present study investigated how categorization method (inclusion vs. exclusion) modulates the typicality effect via behavioral and electrophysiological measures. Thirty-two participants (16 in the inclusion and 16 in the exclusion group) were shown six consecutive words that all shared one feature. Then, a seventh word was presented. The inclusion group judged whether the seventh word also possessed the feature, whereas the exclusion group judged whether the word did not possess the feature. The seventh word could be typical, atypical, or a nonmember of the category. Behavioral and event-related potential (ERP) data were collected. Behavioral results showed that the two groups did not differ in accuracy. However, typical items elicited shorter response times than atypical items, and this effect was more pronounced in the inclusion than the exclusion group. With regard to ERPs, interactions between item type and group were shown for the P2, N2, and N400 periods. Within the inclusion group, a typicality effect (indicated by a main effect of item type) was present in the P2 and N400 time windows, while the exclusion group elicited a typicality effect only in the N2 time window. These results provide electrophysiological evidence that an inclusion judgment task is more sensitive to category typicality than is an exclusion task.
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