scholarly journals Are there Nonverbal Cues to Commitment? An Exploratory Study Using the Zero-Acquaintance Video Presentation Paradigm

2003 ◽  
Vol 1 (1) ◽  
pp. 147470490300100 ◽  
Author(s):  
William Michael Brown ◽  
Boris Palameta ◽  
Chris Moore

Altruism is difficult to explain evolutionarily if subtle cheaters exist in a population ( Trivers, 1971 ). A pathway to the evolutionary maintenance of cooperation is nonverbal altruist-detection. One adaptive advantage of nonverbal altruist-detection is the formation of trustworthy division of labour partnerships ( Frank, 1988 ). Three studies were designed to test a fundamental assumption behind altruistic partner preference models. In the first experiment perceivers (blind with respect to target altruism level) made assessments of video-clips depicting self-reported altruists and self-reported non-altruists. Video-clips were designed with attempts to control for attractiveness, expressiveness, role-playing ability, and verbal content. Overall perceivers rated altruists as more “helpful” than non-altruists. In a second experiment manipulating the payoffs for cooperation, perceivers (blind with respect to payoff condition and altruism level) assessed altruists who were helping others as more “concerned” and “attentive” than non-altruists. However perceivers assessed the same altruists as less “concerned” and “attentive” than non-altruists when the payoffs were for self. This finding suggests that perceivers are sensitive to nonverbal indicators of selfishness. Indeed the self-reported non-altruists were more likely than self-reported altruists to retain resources for themselves in an objective measure of cooperative tendencies (i.e. a dictator game). In a third study altruists and non-altruists' facial expressions were analyzed. The smile emerged as a consistent cue to altruism. In addition, altruists exhibited more expressions that are under involuntary control (e.g., orbicularis oculi) compared to non-altruists. Findings suggest that likelihood to cooperate is signaled nonverbally and the putative cues may be under involuntary control as predicted by Frank (1988) .

2006 ◽  
Vol 26 (2) ◽  
pp. 56-68 ◽  
Author(s):  
Emily J. DeGroat ◽  
Kathleen Doyle Lyons ◽  
Linda Tickle-Degnen

The purpose of this study was to document the degree to which a brief segment of an occupational therapy interview about favorite activities served as a window into personal identity and experience in clients with Parkinson's disease. Two-minute segments of videotaped interviews of 12 participants with Parkinson's disease were transcribed and analyzed. A verbal content measure was developed, its reliability tested, and its items correlated with participants' self-rated personality and mood. Overall, the inter-rater reliability for this verbal content measure was acceptably high, and many expected associations between participant verbal content and participant identity as related to personality and mood were found. The results tentatively suggest that the client's discussion of favorite activity participation, as well as the tone and frequency of the client's verbal communication, can provide insight into the identity of the client, and this information is available to the practitioner even for clients who have difficulty expressing their identities nonverbally. This exploratory study establishes a foundation for further research in the area of identity expression through verbal content in individuals with diminished nonverbal expressiveness.


2019 ◽  
Vol 40 (9) ◽  
pp. e868-e875 ◽  
Author(s):  
Laure Jacquemin ◽  
Griet Mertens ◽  
Paul Van de Heyning ◽  
Olivier M. Vanderveken ◽  
Vedat Topsakal ◽  
...  

Author(s):  
Ryo Oda ◽  
Tomomi Tainaka ◽  
Kosuke Morishima ◽  
Nobuho Kanematsu ◽  
Noriko Yamagata-Nakashima ◽  
...  

AbstractIn this study, we investigated the cognitive processes and nonverbal cues used to detect altruism in three experiments based on a zero-acquaintance video presentation paradigm. Cognitive mechanisms of altruism detection are thought to have evolved in humans to prevent subtle cheating. Several studies have demonstrated that people can correctly estimate levels of altruism in others. In this study, we asked participants to distinguish altruists from non-altruists in video clips using the Faith game. Participants decided whether they could trust allocation of money to the targets who were videotaped while talking to the experimenter. In our first experiment, we asked the participants to play the Faith game under cognitive load. The accuracy of altruism detection was not reduced when participants simultaneously performed a cognitive task, suggesting that altruist detection is rapid and effortless. In the second experiment, we investigated the effects of affective status on the accuracy of altruism detection. Compared with participants in a positive mood, those in a negative mood were more hesitant to trust videotaped targets. However, the accuracy with which altruism levels were detected did not change when we manipulated participants’ moods. In the third experiment, we investigated the facial cues by which participants detected altruists. Participants could not detect altruists when the upper half of the target’s face was hidden, suggesting that judgment cues exist around the eyes. We also conducted a meta-analysis on the effect size in each experimental condition to verify the robustness of altruism detection ability.


2017 ◽  
Vol 52 (3) ◽  
pp. 334-345 ◽  
Author(s):  
Robert L. Munroe

This exploratory study tries to interpret the results of a test of altruism among almost 200 children from four small-scale societies in Belize, Kenya, Nepal, and American Samoa. Samoan children and, to a lesser extent, Nepalese Newar children were altruistic in a dictator game test. We considered evidence that the four settlements varied according to a collectivistic dimension and that such collectivism may have strongly influenced responses to the test. Not only did test results correspond fully to degree of community collectivism across the four cultures (rank-order correlation coefficient = 1.00, p < .05, N = 4), but Samoan children also scored at the highest level across each age group from 3 to 9 years of age, and the Nepalese Newar participants scored at the second highest level at all ages. We posit that social and material conditions in Samoa and Nepal were likely sources of collectivism and, concomitantly, the strong altruistic tendencies but acknowledge that in exploratory research there will always be issues concerning interpretation.


2017 ◽  
Vol 38 (5) ◽  
pp. 1201-1227 ◽  
Author(s):  
AGNIESZKA CHMIEL ◽  
AGNIESZKA SZARKOWSKA ◽  
DANIJEL KORŽINEK ◽  
AGNIESZKA LIJEWSKA ◽  
ŁUKASZ DUTKA ◽  
...  

ABSTRACTRespeaking involves producing subtitles in real time to make live television programs accessible to deaf and hard of hearing viewers. In this study we investigated how the type of material to be respoken affects temporal aspects of respeaking, such as ear–voice span and pauses. Given the similarities between respeaking and interpreting (time constraints) and between interlingual respeaking and translation (interlingual processing), we also tested whether previous interpreting and translation experience leads to a smaller delay or lesser cognitive load in respeaking, as manifested by a smaller number of pauses. We tested 22 interpreters, 23 translators, and a control group of 12 bilingual controls, who performed interlingual (English to Polish) and intralingual (Polish to Polish) respeaking of five video clips with different characteristics (speech rate, number of speakers, and scriptedness). Interlingual respeaking was found to be more challenging than the intralingual one. The temporal aspects of respeaking were affected by clip type (especially in interpreters). We found no clear interpreter or translator advantage over the bilingual controls across the respeaking tasks. However, interlingual respeaking turned out to be too difficult for many bilinguals to perform at all. To the best of our knowledge, this is the first study to examine temporal aspects of respeaking as modulated by the type of materials and previous interpreting/translation experience. The results develop our understanding of temporal aspects of respeaking and are directly applicable to respeaker training.


2020 ◽  
Vol 6 ◽  
pp. 237802312096933
Author(s):  
Andreas Tutić ◽  
Ulf Liebe

Research on the relationship between social class and altruistic giving has provided inconsistent evidence. Using the dictator game, in which one participant is endowed with a certain amount of money and has to allocate this amount between herself and another individual, several studies found that higher-class actors have a lower tendency toward altruistic giving than lower-class actors; other studies found the opposite pattern. We show that social class has a positive effect on altruistic giving in the dictator game with a sizeable sample of residents of the United States using both an objective measure of social class—that is, a composite of income, education, and occupational prestige—and a subjective measure. Shedding more light on the mechanisms underlying the positive effect of social class, it is demonstrated that class affects altruistic giving not so much by differences in empathic concern but by differences in the marginal utility of money and contact heterogeneity. It is argued that the latter effect can be derived from Collins’s theory of interaction rituals and class cultures.


2018 ◽  
Vol 8 (4) ◽  
pp. 552-567
Author(s):  
Whidya Utami

This paper seeks lo challenge the tendency lo represent gender as a unitary theoretical construct, and would argue for  a more  di.fjerentiated  view  of  how  the psychological aspect of gender influence the perception  of advertising This paper use a small-scale exploratory study  to examine  the potential  impact  o,f'gender  identity  within  consumer' self - schemas on their perception of advertising. Bern's ,)'ex Role Inventory (SRI) was administered to 20 young adults who then watched video  clips  of  television advertisements. The focus group discussions about  the  advertisements  were  analyzed within the context of the respondents ' gender schemas identified via the Bern SRI score: masculine. feminine, androgynous or und(tferentiated. The centrality of gender identity to self-schemas affected how consumers processed and interpreted the advertising. This provides support for a more differentiated approach to representing  men  and  women within gender research and advertising.


2011 ◽  
Vol 39 (1) ◽  
Author(s):  
Melanie De Vocht ◽  
Jan Van Looy ◽  
Cédric Courtois ◽  
Lieven De Marez

Social contact in a MMORPG. An exploratory study into the motivations of playing World of Warcraft from a uses & gratifications perspective. Social contact in a MMORPG. An exploratory study into the motivations of playing World of Warcraft from a uses & gratifications perspective. The results of a study on motivations for playing Massively Multiplayer Online Role-Playing Games (MMORPG), c.q. World of Warcraft (WoW), on 1691 gamers have been described in this article. The research hypothesis states that the social contact in-game is the main motivation of playing WoW. After a factor analysis, eight motivations can be defined: ‘escapism’ (α= 0,694), ‘arousal’(α= 0,573), ‘social contact in WoW’ (α= 0,794), ‘challenge’ (α= 0,758), ‘immersion’ (α= 0,765), ‘skills’ (α= 0,907), ‘social contact in real life’ (α= 0,739), ‘strong competition’ (α= 0,771). ‘Social contact in WoW’ ends on the third place. Still, 89% of the respondents think that the multiplayer aspect is important. Two other dimensions have been found: ‘character identification’ (α= 0,749) and ‘character importance’ (α= 0,826). By distinguishing a group ‘High Character Involvement’ and ‘Low Character Involvement’ there have been found interesting differences with regard to the motivations.


2020 ◽  
pp. 0739456X2090225 ◽  
Author(s):  
Dorina Pojani ◽  
Roberto Rocco

This exploratory study assesses the utility, in terms of learning and conceptualizing planning, of a role-playing exercise (the Great Planning Game [GPG]) and a serious game (Polis PowerPlays [PPP]) employed in a planning theory course offered at The University of Queensland in Australia. The study reveals that role-playing and serious gaming are equally engaging and help planning students learn and embody different roles while having fun. No great differences can be discerned in terms of learning effectiveness. With regard to teaching style, the GPG is more passive and tends to encourage collaboration, whereas the PPP is more dynamic and fosters competition. Both activities help students discover aspects of planning—and planning stakeholders—which they may not have considered before. Most participating students appear to regard planning as a pluralist pursuit. Communication and public participation are viewed as central to planning processes. However, traces of incrementalism and rationality are also present. While students believe in equity planning (i.e., advocacy from within the system), radical social justice approaches that challenge the status quo are notably absent. Overall, the authors conclude that these activities cannot fully replace guided and structured instruction but, as “whole task practices,” are a desirable complement to direct instruction.


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