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1.

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   

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In this issue, Takahara and Maeda (2012) discover that together, Pbp1 and sequestration of the TORC1 complex in cytoplasmic mRNP stress granules provides a negative regulatory mechanism for TORC1 signaling during stress.  相似文献   

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There is a constantly growing interest in developing efficient methods to enhance cognitive functioning and/or to ameliorate cognitive deficits. One particular line of research focuses on the possibly cognitive enhancing effects that action video game (AVG) playing may have on game players. Interestingly, AVGs, especially first person shooter games, require gamers to develop different action control strategies to rapidly react to fast moving visual and auditory stimuli, and to flexibly adapt their behaviour to the ever-changing context. This study investigated whether and to what extent experience with such videogames is associated with enhanced performance on cognitive control tasks that require similar abilities. Experienced action videogame-players (AVGPs) and individuals with little to no videogame experience (NVGPs) performed a stop-change paradigm that provides a relatively well-established diagnostic measure of action cascading and response inhibition. Replicating previous findings, AVGPs showed higher efficiency in response execution, but not improved response inhibition (i.e. inhibitory control), as compared to NVGPs. More importantly, compared to NVGPs, AVGPs showed enhanced action cascading processes when an interruption (stop) and a change towards an alternative response were required simultaneously, as well as when such a change had to occur after the completion of the stop process. Our findings suggest that playing AVGs is associated with enhanced action cascading and multi-component behaviour without affecting inhibitory control.  相似文献   

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W H Yee 《CMAJ》1998,159(3):217-218
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目的:探讨角色扮演在《人际沟通》课程实验教学中的应用效果。方法:选择243名护理本科学生,在《人际沟通》实验课部分应用角色扮演,通过课前准备、角色扮演、角色分析、成绩评价、学生态度调查等分析其在本门课程实验教学中应用的可行性。结果:学生参与积极性均较高,能够认真完成角色、自评和互评,加深了对理论知识的印象和理解,利于本门课程的学习。结论:通过角色扮演的方法,可以加深学生们对理论知识的印象和理解,利于本门课程的学习。  相似文献   

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This article aims to introduce the nature of data integration to life scientists. Generally, the subject of data integration is not discussed outside the field of computational science and is not covered in any detail, or even neglected, when teaching/training trainees. End users (hereby defined as wet-lab trainees, clinicians, lab researchers) will mostly interact with bioinformatics resources and tools through web interfaces that mask the user from the data integration processes. However, the lack of formal training or acquaintance with even simple database concepts and terminology often results in a real obstacle to the full comprehension of the resources and tools the end users wish to access. Understanding how data integration works is fundamental to empowering trainees to see the limitations as well as the possibilities when exploring, retrieving, and analysing biological data from databases. Here we introduce a game-based learning activity for training/teaching the topic of data integration that trainers/educators can adopt and adapt for their classroom. In particular we provide an example using DAS (Distributed Annotation Systems) as a method for data integration.  相似文献   

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广布于欧亚大陆的灰鹤(Grus grus)又叫普通鹤、欧亚鹤.采用直接计数法,观测灰鹤的迁徙活动.依据2019至2021年在乌鲁木齐郊区连续3年搜集灰鹤迁徙期遭遇高压线(220 kV)挂碰遇难的数据,简单介绍伤亡案例的特点.可能是因为灰鹤前端有一个视觉盲区,致49只灰鹤碰撞了高压线,统计到伤亡率达5.4%.伤亡者多是1...  相似文献   

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Humans have a fundamental need for social relationships. Rejection from social groups is especially detrimental, rendering the ability to detect threats to social relationships and respond in adaptive ways critical. Indeed, previous research has shown that experiencing social rejection alters the processing of subsequent social cues in a variety of socially affiliative and avoidant ways. Because social perception and cognition occurs spontaneously and automatically, detecting threats to social relationships may occur without conscious awareness or control. Here, we investigated the automaticity of social threat detection by examining how implicit primes affect neural responses to social stimuli. However, despite using a well-established implicit priming paradigm and large sample size, we failed to find any evidence that implicit primes induced changes at the neural level. That implicit primes influence behavior has been demonstrated repeatedly and across a variety of domains, and our goal is not to question these effects. Rather, we offer the present study as cautionary evidence that such a paradigm may not be amenable to scanning in an fMRI environment.  相似文献   

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The purpose of this research was to search for evolutionarily conserved fungal sequences to test the hypothesis that fungi have a set of core genes that are not found in other organisms, as these genes may indicate what makes fungi different from other organisms. By comparing 6355 predicted or known yeast (Saccharomyces cerevisiae) genes to the genomes of 13 other fungi using Standalone TBLASTN at an e-value <1E-5, a list of 3340 yeast genes was obtained with homologs present in at least 12 of 14 fungal genomes. By comparing these common fungal genes to complete genomes of animals (Fugu rubripes, Caenorhabditis elegans), plants (Arabidopsis thaliana, Oryza sativa), and bacteria (Agrobacterium tumefaciens, Xylella fastidiosa), a list of common fungal genes with homologs in these plants, animals, and bacteria was produced (938 genes), as well as a list of exclusively fungal genes without homologs in these other genomes (60 genes). To ensure that the 60 genes were exclusively fungal, these were compared using TBLASTN to the major sequence databases at GenBank: NR (nonredundant), EST (expressed sequence tags), GSS (genome survey sequences), and HTGS (unfinished high-throughput genome sequences). This resulted in 17 yeast genes with homologs in other fungal genomes, but without known homologs in other organisms. These 17 core, fungal genes were not found to differ from other yeast genes in GC content or codon usage patterns. More intensive study is required of these 17 genes and other common fungal genes to discover unique features of fungi compared to other organisms.Reviewing Editor: Prof. David Gottman  相似文献   

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Ability of Murid Rodents to Find Buried Seeds in the Monte Desert   总被引:1,自引:0,他引:1  
Rodents have developed a great capacity to for finding and storing seeds, and the ability of each species to find seeds in sufficient numbers could determine rodent abundance. To investigate this ability, we compared the differential ability of four murid rodents ( Akodon molinae , Graomys griseoflavus , Calomys musculinus and Eligmodontia typus ) to detect buried seeds. We also measured the variables (seed type, number of seeds in caches, soil depth and soil moisture) that would be affecting such ability. Results showed a differential ability to find seeds among rodents, E. typus was the most successful species, and C. musculinus and G. griseoflavus were the least successful. Conditions of wet sand and grouped seeds were the most favourable for murids to find higher number of seeds. These rodents showed preference for the sunflower seed, which is large, with good hygroscopic capacity and high in lipids, whereas millet is the opposite. The use of food storage strategies would give murid species a differential adaptive advantage, providing them with a greater ability to locate and exploit food sources more efficiently in periods of lower food abundance and after rainfall events.  相似文献   

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曹媛  杨云  徐化全  刘洋  王丹阳 《植物学报》2018,53(1):104-109
T-DNA突变体是研究基因功能的重要资源。高效热不对称交错PCR (hiTAIL-PCR)是克隆突变体中T-DNA插入位点侧翼序列的常用方法。然而我们发现, 利用hiTAIL-PCR克隆到的一些侧翼序列并不对应于宿主的染色体DNA序列, 而是质粒的骨架DNA片段。通过设置1组RB-S4/AC1或者LB-A4/AC1对照反应, 用PCR方法鉴定了hiTAIL-PCR扩增产物中位于T-DNA侧翼的质粒骨架片段。在后续分析中, 通过排除这些片段, 提高了利用hiTAIL-PCR获得宿主染色体DNA片段的效率。同时, 通过调整反应程序, 使得整个PCR的反应时间也大为缩短。在拟南芥(Arabidopsis thaliana) T-DNA突变体drf1侧翼序列的克隆实例中, 对照反应的引入将hiTAIL-PCR中需鉴定的22条扩增产物降至4条, 效率提高了81.8%。  相似文献   

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简易胶原酶灌流法分离培养大鼠肝细胞   总被引:1,自引:0,他引:1  
目的:对传统的胶原酶灌流法加以改进,以节约分离肝细胞的实验时间和成本。方法:采用离体法,分3次从肝窦灌注含有肝素钠的D-Hanks液共150mL;用30mL终浓度为0.04%的胶原酶液(Ⅰ∶Ⅳ=1∶4)灌洗2min;去除表皮等结缔组织,过筛、离心洗涤即得肝细胞。结果:平均1g大鼠肝脏能获取7×106~8×106个肝细胞,细胞存活率为96.3%。结论:简易胶原酶灌流法的胶原酶用量是Seglen二步灌注法用量的1/16,是半原位的1/4;灌流时间约5min,是Seglen二步灌注法的1/4;半原位法也通常需要6~7min。此法具有装置简单、试剂消耗量小、操作方便快捷、实验成本低的特点,为需要周期性重复建立大鼠肝细胞模型的实验提供了一种简单快速的分离方法。  相似文献   

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