著者
藤 桂 吉田 富二雄
出版者
日本社会心理学会
雑誌
社会心理学研究 (ISSN:09161503)
巻号頁・発行日
vol.25, no.2, pp.121-132, 2009

The relationship of Internet behavior to sociability and aggression in real life was investigated in a web-based survey. Weblog users (n=395) and online-game users (n=206) were asked to respond to questionnaires that included their behavior on the Internet, as well as to scales that measured real-life sociability, aggression, and social isolation. Results indicated that Self-reflection on weblogs and Feeling of Belonging during online-games related to enhancement of sociability. By contrast, Internet behavior such as flaming, as well as immersive and addictive use, related to decrease of sociability and increase of aggression regardless of the type of application that was used. These findings suggest that the effects of weblogs and online-games use depend on the type of behavior, as well as the types of application, that are used. It is also suggested that social isolation in real life decreased sociability through immersive and addictive use, and increased aggression through flaming.
著者
藤 桂 吉田 富二雄
出版者
公益社団法人 日本心理学会
雑誌
心理学研究 (ISSN:00215236)
巻号頁・発行日
vol.80, no.6, pp.494-503, 2010
被引用文献数
1

This study examined the influences of online gaming on sociability and aggression in real life. It was hypothesized that the effects of online gaming would differ depending on the interaction style of the online-gamers. Online-gamers in Japan (<I>n</I>=1 477) were asked to respond to questionnaires that measured interaction style during online gaming, the effects of sociability and aggression, as well as social and individual orientation in real life. Factor analysis of the scores for interaction style extracted five factors. Covariance structure analysis indicated that sociable interactions such as "Broadening relations" and "Feeling of belonging" promoted sociability in real life. In addition, "Release from daily hassles" promoted sociability and decreased aggression. In contrast, non-sociable and aggressive interactions decreased sociability and increased aggression. The results also suggested that a social orientation in real life promoted sociable interactions during game playing, while an individual orientation promoted non-sociable and aggressive interactions. These results supported the hypotheses and suggested that online gaming resulted in positive outcomes for those who are socially, but negative outcomes for those who are not.
著者
藤 桂 吉田 富二雄
出版者
一般社団法人 日本教育心理学会
雑誌
教育心理学研究 (ISSN:00215015)
巻号頁・発行日
vol.62, no.1, pp.50-63, 2014-03-30 (Released:2014-07-16)
参考文献数
37
被引用文献数
3 2

インターネットの発展に伴い, 若年層において, インターネットがいじめの手段として用いられることも多くなってきた。このネットいじめに関しては, 多くの先行研究より, 被害者が誰にも相談しない場合が多いことが示されてきた。そこで本研究は, ネットいじめの被害者における, 周囲への相談行動が抑制されるまでの過程について検討を行った。その際, ネットいじめの脅威に対する認知が, 無力感を媒介して周囲への相談行動を抑制するという仮説に基づいて検討を行った。まず予備調査を実施し, 高校生および大学生8,171名より, 283名(3.5%)のネットいじめ被害経験者を抽出した。続いて本調査では, そのうち217名に, ネットいじめの被害経験, 被害時の脅威認知, 無力感, 周囲への相談行動を尋ねた。その結果, 被害時の脅威認知は, 孤立性, 不可避性, 波及性の3因子から構成されることが示された。また, ネットいじめ被害によって強められた脅威認知が, 無力感を経て相談行動を抑制していることも示された。これらの結果は仮説を支持するものであり, ネットいじめの速やかな解決のためには, 被害時の脅威認知を低減させる取り組みが重要であることが示唆された。
著者
藤 桂 吉田 富二雄
出版者
公益社団法人 日本心理学会
雑誌
心理学研究 (ISSN:00215236)
巻号頁・発行日
vol.80, no.6, pp.494-503, 2010 (Released:2012-03-20)
参考文献数
29
被引用文献数
1 1

This study examined the influences of online gaming on sociability and aggression in real life. It was hypothesized that the effects of online gaming would differ depending on the interaction style of the online-gamers. Online-gamers in Japan (n=1 477) were asked to respond to questionnaires that measured interaction style during online gaming, the effects of sociability and aggression, as well as social and individual orientation in real life. Factor analysis of the scores for interaction style extracted five factors. Covariance structure analysis indicated that sociable interactions such as “Broadening relations” and “Feeling of belonging” promoted sociability in real life. In addition, “Release from daily hassles” promoted sociability and decreased aggression. In contrast, non-sociable and aggressive interactions decreased sociability and increased aggression. The results also suggested that a social orientation in real life promoted sociable interactions during game playing, while an individual orientation promoted non-sociable and aggressive interactions. These results supported the hypotheses and suggested that online gaming resulted in positive outcomes for those who are socially, but negative outcomes for those who are not.
著者
藤 桂 吉田 富二雄
出版者
日本社会心理学会
雑誌
社会心理学研究 (ISSN:09161503)
巻号頁・発行日
vol.25, no.2, pp.121-132, 2009-11-30 (Released:2017-02-20)
被引用文献数
3

The relationship of Internet behavior to sociability and aggression in real life was investigated in a web-based survey. Weblog users (n=395) and online-game users (n=206) were asked to respond to questionnaires that included their behavior on the Internet, as well as to scales that measured real-life sociability, aggression, and social isolation. Results indicated that Self-reflection on weblogs and Feeling of Belonging during online-games related to enhancement of sociability. By contrast, Internet behavior such as flaming, as well as immersive and addictive use, related to decrease of sociability and increase of aggression regardless of the type of application that was used. These findings suggest that the effects of weblogs and online-games use depend on the type of behavior, as well as the types of application, that are used. It is also suggested that social isolation in real life decreased sociability through immersive and addictive use, and increased aggression through flaming.
著者
川上 直秋 吉田 富二雄
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.20, no.3, pp.318-329, 2013-09-01 (Released:2014-12-05)
参考文献数
29
被引用文献数
1

We examined the effect of subliminal mere exposure on the implicit group evaluation,focusing on the typicality of group members. Recent researches on the mere exposure effects have suggested the important roles of the cognitive factors on preference forma-tion. We considered the exposures to non-typical members in a group as the factor of heterogeneity, investigating the optimum level of heterogeneity to improve the implicit “Otaku” evaluation. We hypothesized that exposure to a few heterogeneous members in a group would have a stronger effect. In the experiment, ten group members were subliminally presented as “Otaku”, and the number of the typical members in the ten members was manipulated. Then their implicit “Otaku” evaluations were measured using the Go/No-go Association Task (GNAT). The results showed that the exposure to the seven typical and three non-typical members produced the most powerful effects in all conditions, whereas the exposures which contained more non-typical members than typical members had no effect. The roles of heterogeneity in mere exposure effect and implications for the unconsciousness of the higher mental processes were discussed.
著者
川上 直秋 菊地 正 吉田 富二雄
出版者
日本社会心理学会
雑誌
社会心理学研究 (ISSN:09161503)
巻号頁・発行日
vol.29, no.3, pp.187-193, 2014

It is known that the mere exposure effect generalizes to the previously unseen letter strings that are similar along certain abstract dimensions (i.e., artificial grammar) to the exposed letter strings. We examined the generalization of the mere exposure effect through peculiarity of handwriting. Participants were repeatedly exposed to a set of handwritten words in Japanese hiragana. In a subsequent test phase, they were assigned to one of two conditions (same-word condition vs. changed-word condition). Participants who were assigned to the same-word condition were required to rate the handwritten words identical to the previous exposure phase, and those who were assigned to the changed-word condition rated the previously unseen words hand-written by the same person. The results showed that the mere exposure effect occurred not only for the same-word condition but also for the changed-word condition, while the effect under the changed-word condition was weak compared to the same-word condition. This means that the mere exposure effect generalized to the novel letter strings with the same handwriting previously exposed. Thhe implications and future directions are discussed.
著者
松尾 藍 吉田 富二雄
出版者
日本グループ・ダイナミックス学会
雑誌
実験社会心理学研究 (ISSN:03877973)
巻号頁・発行日
vol.55, no.1, pp.40-49, 2015 (Released:2015-12-22)
参考文献数
14

本研究では,性ステレオタイプ行動に含まれるネガティブな側面に着目し,性ラベルが,性ステレオタイプ行動を行う人物の好ましさに及ぼす効果を検討した。実験は,実験参加者の性(男・女)と性ラベル(男性・女性・ラベルなし)を要因とする2要因混合計画(後者は実験参加者内要因)であった。実験参加者(N=182,男性87名,女性95名)は,男女の性ステレオタイプに沿った行動傾向の記述文を読み,その記述文に示された行動の行為者の性が明示されない場合(ラベルなし条件)と,行為者が男性の場合(男性ラベル条件)および女性の場合(女性ラベル条件)における行為者の好ましさを評価した。その結果,ネガティブな性ステレオタイプ行動に対し,行動と一致する性ラベルが与えられた場合,対象人物(ステレオタイプ一致人物)のネガティブな評価が緩和された。この効果は評価者が対象人物に対し外集団成員であるときのみ生起した。また,ネガティブな性ステレオタイプ行動に対し,行動と不一致の性ラベルが与えられた場合,対象人物(ステレオタイプ不一致人物)はよりネガティブに評価された。この効果は,女性ステレオタイプ行動に対して男性ラベルが与えられたときに,最も顕著であった。
著者
川上 直秋 吉田 富二雄
出版者
公益社団法人 日本心理学会
雑誌
心理学研究 (ISSN:00215236)
巻号頁・発行日
vol.82, no.4, pp.345-353, 2011 (Released:2012-02-01)
参考文献数
22
被引用文献数
1

We examined the accumulative effects and long-term persistence of subliminal mere exposure. An accumulative exposure condition (100 exposures distributed over five days) and a massed exposure condition (100 exposures in one day) were used in a Go/No-go Association Task (GNAT), with assessments of likability from Time 1 (just after) to Time 6 (after three months). First, a single stimulus was shown subliminally for a total of 100 times. The results indicated that mere exposure effects occurred equally often at Time 1. However, after Time 2, likability gradually decreased under the massed exposure condition, while it did not decrease under the accumulative exposure condition until Time 6. Second, in order to investigate the effect of multiple exposure, five stimuli belonging to a common category were shown 20 times each, for a total of 100 times. An ANOVA suggested that massed exposure had an instantaneous effect on likability, whereas accumulative exposure had a long-term persistence effect. Also, multiple exposures strengthened the mere exposure effect.
著者
湯川 進太郎 吉田 富二雄
出版者
公益社団法人 日本心理学会
雑誌
心理学研究 (ISSN:00215236)
巻号頁・発行日
vol.70, no.2, pp.94-103, 1999-06-25 (Released:2010-07-16)
参考文献数
29

This study investigated whether cognitions and emotions elicited by media violence mediate aggressive behavior. Eighty undergraduates, 40 men and 40 women, participated in the experiment. First, subjects were exposed to one of four violent videos which varied in levels of violence and entertainment. Subjects' heart rate and eyeblink rate were continuously recorded while they watched the video. After watching it, subjects described their thoughts which occurred while watching it and rated their affective reactions to it. Finally, their aggressive behavior was measured. Results showed that (1) videos high in violence elicited more aggressive thoughts, more thoughts of negative affect, stronger negative affects, and stronger empty-powerless affects, whereas videos high in entertainment elicited stronger positive affects; (2) no significant differences were found among the videos in terms of physiological reactions and aggressive behavior; and (3) cognitions and emotions elicited by media violence did not mediate aggressive behavior.
著者
川上 直秋 菊地 正 吉田 富二雄
出版者
日本社会心理学会
雑誌
社会心理学研究 (ISSN:09161503)
巻号頁・発行日
vol.29, no.3, pp.187-193, 2014-03-17 (Released:2017-02-28)

It is known that the mere exposure effect generalizes to the previously unseen letter strings that are similar along certain abstract dimensions (i.e., artificial grammar) to the exposed letter strings. We examined the generalization of the mere exposure effect through peculiarity of handwriting. Participants were repeatedly exposed to a set of handwritten words in Japanese hiragana. In a subsequent test phase, they were assigned to one of two conditions (same-word condition vs. changed-word condition). Participants who were assigned to the same-word condition were required to rate the handwritten words identical to the previous exposure phase, and those who were assigned to the changed-word condition rated the previously unseen words hand-written by the same person. The results showed that the mere exposure effect occurred not only for the same-word condition but also for the changed-word condition, while the effect under the changed-word condition was weak compared to the same-word condition. This means that the mere exposure effect generalized to the novel letter strings with the same handwriting previously exposed. Thhe implications and future directions are discussed.
著者
泊 真児 吉田 富二雄
出版者
日本社会心理学会
雑誌
社会心理学研究 (ISSN:09161503)
巻号頁・発行日
vol.15, no.2, pp.77-89, 1999
被引用文献数
1

The purpose of the present study was to investigate the seven functions of private space (Tomari & Yoshida, 1998a) with respect to affect and use of place. Five hundred and eighty-six under-graduates completed a questionnaire concerning affect, use of place and the functions of private space. The major findings were as follows: (1) Depressive feelings and irritation were positively related to both the need for space for changing one's mood and introspection. (2) Outdoor spaces can function as places allowing introspection and self-change; spaces to be alone, allowing tension reduction and change in mood. These results suggest that place can be actively used to achieve the functions of private space according to one's emotional state.
著者
湯川 進太郎 吉田 富二雄
出版者
筑波大学
雑誌
筑波大学心理学研究 (ISSN:09158952)
巻号頁・発行日
vol.23, pp.115-127, 2001
被引用文献数
1

This study investigated the effects of violent video games in terms of game format and playing versus watching on cognition, emotion, and aggressive behavior. Sixty male undergraduates participated in the experiment. Baseline ...
著者
湯川 進太郎 吉田 富二雄
出版者
日本社会心理学会
雑誌
社会心理学研究 (Japanese journal of social psychology) (ISSN:09161503)
巻号頁・発行日
vol.13, no.3, pp.159-169, 1998-03

This study investigated the effect of the presence of other person on cognition, emotion, and aggressive behavior elicited by media violence. In experiment 1, sixty undergraduate students (30 males and 30 females) were first exposed to a violent video either with the same-gender person or alone. Then, subjects described what they were thinking about while watching the video, and rated their affect about the video. Heart rate and eye blink rate were recorded continuously while watching the video. Results showed that the presence of other person while exposed to media violence inhibited negative affect and facilitated positive thoughts and affect. In experiment 2, sixty undergraduate students (30 males and 30 females)were exposed to a violent video either with the samegender person who reacted positively to the video or with the one who reacted negatively. Unlike the experiment 1, aggressive behavior was measured on the Taylor (1967) paradigm. Results showed that the presence of other person who reacted positively to media violence facilitated aggressive behavior.
著者
湯川 進太郎 吉田 富二雄
出版者
筑波大学心理学系
雑誌
筑波大学心理学研究 (ISSN:09158952)
巻号頁・発行日
no.23, pp.115-127, 2001-03-01

This study investigated the effects of violent video games in terms of game format and playing versus watching on cognition, emotion, and aggressive behavior. Sixty male undergraduates participated in the experiment. Baseline ...