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1.
It has recently been suggested that gratitude can benefit self-regulation by reducing impulsivity during economic decision making. We tested if comparable benefits of gratitude are observed for neural performance monitoring and conflict-driven self-control. In a pre-post design, 61 participants were randomly assigned to either a gratitude or happiness condition, and then performed a pre-induction flanker task. Subsequently, participants recalled an autobiographical event where they had felt grateful or happy, followed by a post-induction flanker task. Despite closely following existing protocols, participants in the gratitude condition did not report elevated gratefulness compared to the happy group. In regard to self-control, we found no association between gratitude—operationalized by experimental condition or as a continuous predictor—and any control metric, including flanker interference, post-error adjustments, or neural monitoring (the error-related negativity, ERN). Thus, while gratitude might increase economic patience, such benefits may not generalize to conflict-driven control processes.  相似文献   

2.
Krämer UM  Riba J  Richter S  Münte TF 《PloS one》2011,6(11):e27668
Reactive aggression after interpersonal provocation is a common behavior in humans. Little is known, however, about brain regions and neurotransmitters critical for the decision-making and affective processes involved in aggressive interactions. With the present fMRI study, we wanted to examine the role of serotonin in reactive aggression by means of an acute tryptophan depletion (ATD). Participants performed in a competitive reaction time task (Taylor Aggression Paradigm, TAP) which entitled the winner to punish the loser. The TAP seeks to elicit aggression by provocation. The study followed a double-blind between-subject design including only male participants. Behavioral data showed an aggression diminishing effect of ATD in low trait-aggressive participants, whereas no ATD effect was detected in high trait-aggressive participants. ATD also led to reduced insula activity during the decision phase, independently of the level of provocation. Whereas previous reports have suggested an inverse relationship between serotonin level and aggressive behavior with low levels of serotonin leading to higher aggression and vice versa, such a simple relationship is inconsistent with the current data.  相似文献   

3.
In experiments, there are usually two general ways of obtaining dominants and subordinates to test for the effect of recent experience upon ulterior behavior and dominance. One is to ‘impose’ such an experience on the contestants by a priori deciding which individual of the pair will become the dominant and which will become the subordinate through the use of rigged contests. The second technique is to let contestants ‘self-select’ the winner and loser by waiting for the spontaneous outcome of dyadic encounters between two usually well matched opponents. These two techniques of obtaining dominants and subordinates probably represent extreme cases on a single continuum of investment made by animals to settle dominance. To test this, we compared dominants and subordinates obtained from these two techniques in Xiphophorus fish males. It was found that pairs obtained through rigged contest (R) were much more aggressive in subsequent encounters than pairs in which the dominant and subordinate could self-select (S). They recuperated more rapidly from handling, initiated contact earlier, took more time to assess each other, and fought for a longer period of time. Prior-winners and prior-losers of the R condition more frequently relied on aggressive behavior during contest than that of the S condition. As a consequence, prior-winners and prior-losers of the R condition won equally the subsequent contest. On the contrary, prior-winners of the S condition defeated their prior-loser opponent in a majority of cases. These results can be tentatively explained by the following principle, winning or losing against a well matched opponent would leave more ‘experience’ than winning over a much weaker opponent, or losing to a much stronger one. This reinforces the hypothesis that prior-experiences are not qualitative states but come in various degrees.  相似文献   

4.
Social experiences can be useful sources of information for animals charged with making fitness‐related decisions. Fighting experience can alter an animal's perception of its fighting ability possibly leading to changes in future contest decisions, which may increase/decrease their probability of winning future contests. Winner and loser effects have been revealed in a wide array of animals, but studies using reptilian models are rare. This study investigated the impact of fighting experience on future contest performance and outcome in the green anole lizard and investigated the assessment strategies used by anoles during contests of different intensities. To determine whether the green anole expresses winner or loser effects, focal animals engaged in a primary contest with a smaller (larger) opponent to gain a winning (losing) experience; opponent size asymmetries were a significant predictor of contest outcome. Focal individuals were isolated for 2 d before being given a secondary contest with a size‐matched, naïve opponent. We found no evidence of winner or loser effects 2 d following a previous contest. Although previous contest outcome did not dictate future contest success, dynamics of the previous contest did. Highly aggressive primary contest losers won a significant proportion of the secondary contests, while less aggressive losers were more apt to lose the secondary contest. Secondary contest success of prior winners was not influenced by earlier contest performance. Further analyses of contest dynamics reveal that individuals may use different assessment strategies depending on the intensity of the contest. Our results demonstrate that future contest success may be driven more by individual performance in a prior contest and less by prior contest outcome.  相似文献   

5.
Third party punishment can be evolutionarily stable if there is heterogeneity in the cost of punishment or if punishers receive a reputational benefit from their actions. A dominant position might allow some individuals to punish at a lower cost than others and by doing so access these reputational benefits. Three vignette-based studies measured participants'' judgements of a third party punisher in comparison to those exhibiting other aggressive/dominant behaviours (Study 1), when there was variation in the success of punishment (Study 2), and variation in the status of the punisher and the type of punishment used (Study 3). Third party punishers were judged to be more likeable than (but equally dominant as) those who engaged in other types of dominant behaviour (Study 1), were judged to be equally likeable and dominant whether their intervention succeeded or failed (Study 2), and participants believed that only a dominant punisher could intervene successfully (regardless of whether punishment was violent or non-violent) and that subordinate punishers would face a higher risk of retaliation (Study 3). The results suggest that dominance can dramatically reduce the cost of punishment, and that while individuals can gain a great deal of reputational benefit from engaging in third party punishment, these benefits are only open to dominant individuals. Taking the status of punishers into account may therefore help explain the evolution of third party punishment.  相似文献   

6.
Consistent individual differences in behavior suggest that individuals respond in a predictable and repeatable manner in a specific situation while differing from other individuals. Male Siamese fighting fish exhibit consistent individual differences in decision‐making strategies when they encounter a receptive female and a rival male simultaneously. However, whether these differences are altered by recent experience is unknown. We examined the influence of repeated aggressive encounters on behavioral consistency and decision‐making. Males were presented with paired female–male dummies prior to any aggressive experiences to obtain a baseline measure. Next, males either won or lost three consecutive contests against rivals and then received the paired female–male dummies after each of these encounters. Overall levels of highly aggressive behaviors were affected by contest outcome, while levels of female‐directed were not. Not surprisingly, winning a fight led to an increase in male‐directed bites, an overtly aggressive behavior that only occurs after fights have escalated. Fighting a male before encountering the dummies caused males to perform more tail beats to the dummy male, perhaps as a result of increased motivation. Males exhibited similar levels of repeatability and used the same strategies when faced with conflicting stimuli regardless of fighting experience. Thus, while winning or losing a fight impacts overall aggression, it does not influence behavioral consistency. This study demonstrates that consistent individual differences and decision‐making strategies may be resistant to recent aggressive experiences, even over a period of days.  相似文献   

7.
Mental fatigue is a form of fatigue, induced by continuous task performance. Mentally fatigued people often report having a hard time keeping their attention focussed and being easily distracted. In this study, we examined the relation between mental fatigue, as induced by time on task, and attention-related changes in event-related potentials (ERPs). EEG, reaction times and response accuracies were obtained from 17 healthy volunteers during two hours of task performance on an adapted Eriksen flanker task. In this task, the size of targets and flankers was manipulated to discern neuronal processes that are related to processing of relevant information from processes related to the processing of irrelevant information. The ERP data showed that effects induced by target size manipulation were not affected by time on task, while an initial effect of flanker size manipulation decreased gradually with increasing time on task. We conclude that attention was affected by mental fatigue, in the form of a decrease in the ability to suppress irrelevant information. In behavioural results, this was reflected by a tendency of participants to increasingly base their response decision on irrelevant information, resulting in decreased response accuracies.  相似文献   

8.
The punishment of social misconduct is a powerful mechanism for stabilizing high levels of cooperation among unrelated individuals. It is regularly assumed that humans have a universal disposition to punish social norm violators, which is sometimes labelled "universal structure of human morality" or "pure aversion to social betrayal". Here we present evidence that, contrary to this hypothesis, the propensity to punish a moral norm violator varies among participants with different career trajectories. In anonymous real-life conditions, future teachers punished a talented but immoral young violinist: they voted against her in an important music competition when they had been informed of her previous blatant misconduct toward fellow violin students. In contrast, future police officers and high school students did not punish. This variation among socio-professional categories indicates that the punishment of norm violators is not entirely explained by an aversion to social betrayal. We suggest that context specificity plays an important role in normative behaviour; people seem inclined to enforce social norms only in situations that are familiar, relevant for their social category, and possibly strategically advantageous.  相似文献   

9.
It is widely assumed that aggressive behavior affects space acquisition in territorial species, but to date most workers have focused on competition for indivisible space, that is, space that cannot be divided or shared. We present a learning-based model that investigates the effects of aggressive interactions on space acquisition when unequal competitors arrive and settle in patches of divisible space. This model assumes that aggressive interactions act as punishment, in the sense that previous aggressive interactions in a given area reduce an individual's likelihood of returning to that area. Individually based, spatially explicit simulations incorporating this and other assumptions were used to investigate the effects of different types of aggressive interactions on the space use of individuals and dyads settling in divisible space. At the individual level, final space use was related to the amount of punishment that individuals inflicted on their opponents during aggressive interactions; in general, highly aggressive individuals acquired larger, more exclusive home ranges than less aggressive individuals. At the dyadic level, the division or sharing of space between competitors depended on both the relative and absolute punishment that competitors inflicted on one another during aggressive interactions. Aggressive interactions in which both participants strongly punished one another (e.g., escalated fights) produced mutually exclusive home ranges, interactions with intermediate levels of punishment produced asymmetrical space use patterns proportional to asymmetries in punishment levels, and interactions involving little punishment for either participant generated large home ranges with extensive home range overlap. Overall, our model implies that territorial animals need not "win" aggressive interactions to win divisible space, that repeatedly "nagging" an opponent may also be a viable strategy for gaining space, and that a learning-based approach can account for puzzling patterns in the territorial literature, for example, observations of individuals who acquire space by initiating aggressive interactions that they never win.  相似文献   

10.
During contests, losing animals often show signals communicating submission. From an evolutionary viewpoint, however, it is not so obvious why the losing individual gives such a signal instead of running away and why the winning individual accepts the signal instead of inflicting more severe damage. We investigated factors influencing the evolution of signals of submission using a numerical ESS model. The present analysis reveals that there is much space for the evolution of signals of submission, even when the winner of an escalated contest gets some extra benefit. In most cases, signals of submission are given by animals which are slightly or moderately weaker than the opponent. Signals of submission are expected to occur frequently (1) when the value of contested resource does not differ greatly from the cost of injury, (2) when the extra benefit of winning an escalated contest is small, (3) when the opportunity for safe retreat by the losing animal is small, and (4) when the estimation of the difference in the resource holding potential (RHP) between the combatants is accurate but not perfect.  相似文献   

11.
We analyze the evolution of aggressive behavior in intersexual conflicts, with a special reference to mate guarding behavior in crustaceans. An analysis of a discrete-strategy game shows that an ESS with only one of the sexes being aggressive prevail if fighting costs or fitness values of winning are asymmetric. Non-aggressiveness of both sexes is stable if fighting behavior is very costly for females and if the cost is at least partly paid independent of the strategy of the opponent. Most interestingly, the solutions of both sexes being aggressive prevails only if both sexes have some probability of winning, and if fighting costs are small. Second, we solve for the expected levels of aggressiveness in a game with continuous strategies. The form of the fighting cost function largely determines the stability of the solution. When fighting cost increases linearly with aggressiveness, mutual aggressiveness fluctuates cyclically instead of stabilizing at an ESS. However, if there is an asymmetry in fitness payoffs, a solution with only the sex having most to lose being aggressive alone is possible. With quadratically increasing fighting costs an ES combination of mutual aggressiveness may exist. It is predicted that fights between the sexes should be hardest when payoffs are symmetric, and that an overt behavioral conflict will always take place as long as there is a fitness loss to each of the sexes if losing the conflict and both sexes have a chance to win. We discuss the models in the context of fights preceding precopulatory guarding, but the models offer a general frame for analyzing any intersexual conflict. This revised version was published online in July 2006 with corrections to the Cover Date.  相似文献   

12.
The effects of drugs on punished responding depend on interactions among a large number of experimental variables. Among these variables are the drug history of the animal, the dose of the drug administered, the type of stimulus used to punish responding, the intensity and duration of the punishing stimulus, the schedule of presentation of the punishing stimulus, the control rate and pattern of punished responding, the schedule of positive reinforcement maintaining the punished responding, the species of animal, the deprivation state of the animal, the behavioral history of the animal, and the nature of the required response. Although it is not known how all of these variables interact to determine the effect of drugs on punished responding, there is evidence that many of these variables are important as determinants of drug effects. The task facing behavioral pharmacologists studying drug effects on punished responding is to determine under what conditions drugs produce their characteristic effects on punished responding.  相似文献   

13.
Social evaluation of others is often influenced by the physical attractiveness of the person being judged, leading to either a beauty premium or penalty depending on the circumstances. Here we asked Chinese participants to act as an interest-free third party in a dictator game and to evaluate the fairness level of monetary allocation by attractive and less attractive proposers of the same or opposite sex. We also instructed participants to express their willingness to punish the proposers by using a visual analogue scale. Results confirmed that the reasonableness evaluation was mainly affected by the reasonableness of offers. However, participants'' intention to punish the proposers was affected by the level of reasonableness in the asset distribution and by both the sex and attractiveness of the proposers. Overall, male proposers were punished more severely than female proposers. Moreover, the same-sex proposers were punished more severely than opposite-sex proposers when they were physically attractive; this pattern was reversed when the proposers were less physically attractive. These results demonstrate social responses following an individual''s unfair asset distribution can be affected by both social norms and the personal characteristics of the individual.  相似文献   

14.
Aggression is ubiquitous in the animal kingdom, whenever the interests of individuals conflict. In contests between animals, the larger opponent is often victorious. However, counter intuitively, an individual that has little chance of winning (generally smaller individuals) sometimes initiates contests. A number of hypotheses have been put forward to explain this behaviour, including the "desperado effect" according to which, the likely losers initiate aggression due to lack of alternative options. An alternative explanation suggested recently is that likely losers attack due to an error in perception: they mistakenly perceive their chances of winning as being greater than they are. We show that explaining the apparently maladaptive aggression initiated by the likely loser can be explained on purely economic grounds, without requiring either the desperado effect or perception errors. Using a game-theoretical model, we show that if smaller individuals can accurately assess their chance of winning, if this chance is less than, but close to, a half, and if resources are scarce (or the contested resource is of relatively low value), they are predicted to be as aggressive as their larger opponents. In addition, when resources are abundant, and small individuals have some chance of winning, they may be more aggressive than their larger opponents, as it may benefit larger individuals to avoid the costs of fighting and seek alternative uncontested resources.  相似文献   

15.
It is known from primates that alliance partners may support each other's interests in competition with others, for example, through repeated agonistic attacks against a particular individual. We examined serial aggressive interactions between greylag goose families and other flock members. We found that repeated attacks towards the same individual were common and that up to five serial attacks by family members followed an initial attack. Family size did not affect the frequency of such serial attacks. Juvenile geese evidently benefited most from active social support through serial attacks. About 60% of the juveniles' lost primary interactions were subsequently reversed by another family member. This may be one of the reasons why juveniles rank higher in the social hierarchy than would be expected from their age and size alone. Losses in serial attacks predominantly occurred against other, presumably higher-ranking, family geese and ganders. We propose three major functions/consequences of serial attacks. Analogous to primates, serial attacks in greylag geese may serve to reinforce a losing experience of an opponent defeated in a preceding attack. On the side of the winning family, serial attacks may reinforce the experience of winning. Both winning and losing experiences are linked with physiological consequences in higher vertebrates, affecting the future social performance of winners or losers. Finally, serial attacks may signal the agonistic potential of a family to other flock members. This is supported by heart rate data, which indicate that greylags are competent to interpret third-party relationships.  相似文献   

16.
Several studies have claimed that the positive association between childhood fitness and cognitive control is attributable to differences in the child’s cognitive control strategy, which can involve either proactive or reactive control. The present study tested this hypothesis by manipulating the probability of trial types during a modified flanker task. Preadolescent children performed mostly congruent and mostly incongruent conditions of the flanker task, with post-error task performance and error negativity/error-related negativity (Ne/ERN) being assessed. Results indicated that greater aerobic fitness was related to greater post-error accuracy and larger Ne/ERN amplitudes in the mostly congruent condition. These findings suggest that higher-fit children might be able to transiently upregulate cognitive control by recruiting reactive control in the mostly congruent condition. Further, greater fitness was related to greater modulation of Ne/ERN amplitude between conditions, suggesting that higher-fit children engaged in more proactive control in the mostly incongruent condition. This study supports the hypothesis that greater childhood fitness is associated with a more flexible shift between reactive and proactive modes of cognitive control to adapt to varying task demands.  相似文献   

17.

Background

Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used.

Methods and Findings

Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect.

Conclusions

We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior.  相似文献   

18.

Background

This study aims to describe the specific characteristics of completed suicides by violent methods and non-violent methods in rural Chinese population, and to explore the related factors for corresponding methods.

Methods

Data of this study came from investigation of 199 completed suicide cases and their paired controls of rural areas in three different counties in Shandong, China, by interviewing one informant of each subject using the method of Psychological Autopsy (PA).

Results

There were 78 (39.2%) suicides with violent methods and 121 (60.8%) suicides with non-violent methods. Ingesting pesticides, as a non-violent method, appeared to be the most common suicide method (103, 51.8%). Hanging (73 cases, 36.7%) and drowning (5 cases, 2.5%) were the only violent methods observed. Storage of pesticides at home and higher suicide intent score were significantly associated with choice of violent methods while committing suicide. Risk factors related to suicide death included negative life events and hopelessness.

Conclusions

Suicide with violent methods has different factors from suicide with non-violent methods. Suicide methods should be considered in suicide prevention and intervention strategies.  相似文献   

19.
This study tested the hypothesis that implicit power motivation moderates individuals' testosterone responses to the anticipated success in and actual outcome of a dominance contest. Salivary testosterone levels were assessed in 42 male students at the beginning of the study, after they had imagined a success in an ensuing power contest, and immediately after the contest had taken place. Contest outcome (winning or losing against a competitor on a speed-based task) was varied experimentally. Participants' power motive was assessed with a picture-story exercise, in which an assertive, personalized (p Power) component was distinguished from an altruistic, socialized (s Power) component. In contrast to all other participants, individuals high only in p Power (a) had elevated testosterone after imagining a success in a subsequent dominance contest and (b) continued to have high testosterone levels after actually winning, but not after losing, the contest.  相似文献   

20.

Introduction

Individual recognition and winner/loser effects both play important roles in animal contests, but how their influences are integrated to affect an individual’s contest decisions in combination remains unclear. Individual recognition provides an animal with relatively precise information about its ability to defeat conspecifics that it has fought previously. Winner/loser effects, conversely, rely on sampling information about how an animal’s ability to win compares with those of others in the population. The less precise information causing winner/loser effects should therefore be more useful to an individual facing an unfamiliar opponent. In this study, we used Kryptolebias marmoratus, a hermaphroditic mangrove killifish, to test whether winner/loser effects do depend on opponent familiarity. In addition, as previous studies have shown that subordinates that behave aggressively sometimes suffer post-retreat retaliation from contest winners, we also explored this aspect of contest interaction in K. marmoratus.

Results

In the early stages of a contest, subordinates facing an unfamiliar dominant were more likely to signal their aggressiveness with either gill displays or attacks rather than retreating immediately. A winning experience then increased the likelihood that the most aggressive behavioral pattern the subordinates exhibited would be attacks rather than gill displays, irrespective of their opponents’ familiarity. Dominants that received a losing experience and faced an unfamiliar opponent were less likely than others to launch attacks directly. And subordinates that challenged dominants with more aggressive tactics but still lost received more post-retreat attacks from their dominant opponents.

Conclusions

Subordinates’ contest decisions were influenced by both their contest experience and the familiarity of their opponents, but these influences appeared at different stages of a contest and did not interact significantly with each other. The influence of a losing experience on dominants’ contest decisions, however, did depend on their subordinate opponents’ familiarity. Subordinates and dominants thus appeared to integrate information from the familiarity of their opponents and the outcome of previous contests differently, which warrants further investigation. The higher costs that dominants imposed on subordinates that behaved more aggressively toward them may have been to deter them from either fighting back or challenging them in the future.
  相似文献   

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