著者
宇野 究人 浅野 倫子 横澤 一彦
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
pp.89.17054, (Released:2018-11-15)
参考文献数
31
被引用文献数
1

Grapheme-color synesthesia is a condition in which visual letters or characters induce a specific color sensation. It has been suggested that a range of linguistic properties influence synesthetic grapheme-color correspondence, but the influence of graphemic (orthographic) information is not well understood. In this experiment, synesthetes chose up to two synesthetic colors for each Japanese Kanji character. The results showed that characters that could be divided into right and left subcomponents (radicals) were associated with a higher number of synesthetic colors than characters that could not be divided. This tendency was stronger for projectors, who perceive colors visually in external space, than for associators, who perceive colors in their ‘minds eye’. The results of this study suggest that the graphemic information of Kanji characters affects the number of synesthetic colors, especially for projectors.
著者
加藤 仁 五十嵐 祐
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.87, no.1, pp.1-11, 2016 (Released:2016-04-25)
参考文献数
47
被引用文献数
4 4

Recent research has shown growing interest in the process by which narcissism triggers immersion in social network games (SNG). Highly narcissistic individuals are motivated not only by the achievement of goals and monopoly of materials (i.e., self-enhancement), but also by comparison and competition with others (i.e., social comparison). We predicted that the common rules and environments of SNG and massively multiplayer online role-playing games (MMORPG), such as systems of exchanging items and ranking players, facilitate immersion of highly narcissistic individuals during the game. Structural equation modeling of data from 378 SNG players and 150 MMORPG players recruited online showed that self-esteem inhibited game immersion, whereas narcissism increased game immersion via motivation for goal attainment. SNG players were more likely to be immersed in the game via motivation for goal attainment than MMORPG players. These findings suggest that, compared with MMORPG, the environments of SNG provide strong incentives not for those high in self-esteem who seek acceptance of others, but for those high in narcissism who are motivated by self-enhancement via competition with others.
著者
岡安 孝弘 嶋田 洋徳 丹羽 洋子 森 俊夫 矢冨 直美
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.63, no.5, pp.310-318, 1992-12-25 (Released:2010-07-16)
参考文献数
24
被引用文献数
40 20

The purpose of this study is to develop a school stressor scale from the events experienced frequently by junior high school students in their daily school life, and to examine the relationship between school stressors and stress responses. In study I, factor analysis of data by 552 students revealed four main factors “teacher”, “friend”, “club activity”, and “study”, which were extracted from initial set of 72 items. In study II, factor analysis of 50 items, of which 39 items were extracted in study I, and 11 new items of free-description type, of data by 622 students, revealed that main stressors in junior high school were following six, “teacher”, “friend”, “club activity”, “study”, “rule”, and “ofcial activity”. Furthermore, multiple regression analyses revealed that “friend” strikingly correlated with “depressive-anxious emotion” and “study” did with “cognition-thought of helplessness”.
著者
高橋 直
出版者
学術雑誌目次速報データベース由来
雑誌
心理學研究 (ISSN:00215236)
巻号頁・発行日
vol.67, no.2, pp.94-101, 1996
被引用文献数
1

This study examined the effect of trash-receptacle availability on littering behavior in a naturalistic setting, namely a shopping mall. The procedure employed was an ABAB design, with (A) a baseline period, (B) an intervention period, (A) a second baseline period, and (B) a second intervention period. During the intervention periods, receptacles for empty cans and bottles were placed next to every trash receptacle that had been in place. The arrangement had a highly significant effect on littering behavior. For the first intervention period, a 22% reduction in litter was obtained, and it was reduced 34% for the second period. It seems that receptacles themselves were a powerful cue to induce people to deposit their litter. Conditions for findings of applied behavior analysis to generalize to more realistic every-day situations were also discussed.
著者
仲嶺 真
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.85, no.6, pp.596-602, 2014 (Released:2015-02-25)
参考文献数
24

The purpose of this study was to examine how women reacted to the approach of an unknown man in town. 105 female Japanese undergraduates participated in the pilot survey. This survey identified six types of judgments made by women when they were approached by an unknown man in town. To investigate the relation between these six types of judgments and the reaction of women to an unknown man, 290 female Japanese undergraduates participated in the main study. The results showed that judgments concerning risks and situation, as well as personality, intentions, and appearance of an unknown man were related to the reactions of women. The importance of judgments about personality of an unknown man and about risk in initiating relationships with males not belonging to the females’ social network are discussed.
著者
下司 忠大 吉野 伸哉 小塩 真司
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
pp.94.21234, (Released:2023-02-01)
参考文献数
44

The purpose of this study is to translate the Courage Measure (CM) into Japanese and to examine the validity of the Japanese version of the CM (CM-J). Study 1 (N = 1,000) showed that the CM-J has a one-factor structure similar to previous studies and that it has sufficient measurement accuracy and good reliability based on item response theory. Study 2 (N = 366) confirmed the convergent and criterion-related validity of the CM-J in relation to optimism, pessimism, subjective well-being, Big Five personality traits, and the behavioral indicator. Study 3 (N = 200) confirmed the convergent validity of the CM-J in relation to resilience, bravery, authenticity, and grit. The CM-J is useful to the research of individual differences in courage and, in the future, for screening the clients who potentially drop out in exposure therapy.
著者
大久保 街亜 鈴木 玄 Nicholls Michael E. R.
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.85, no.5, pp.474-481, 2014 (Released:2014-12-25)
参考文献数
27
被引用文献数
13 71

Quantitative assessment of handedness is required in various clinical and research settings in psychology, neuroscience, and medicine. In the present study we tested the reliability and validity of a Japanese version of the FLANDERS handedness questionnaire, which was a new measure of skilled hand preference originally reported by Nicholls, Thomas, Loetscher, and Grimshaw (2013). Participants (N = 431) completed three types of handedness questionnaires: the FLANDERS handedness questionnaire, Edinburgh Handedness Inventory, and H・N handedness test. Factor analysis revealed that the Japanese version of FLANDERS handedness questionnaire had a single-factor structure and high internal consistency. This questionnaire also possessed high test-retest reliability and criterion-referenced validity. These results indicate that the Japanese version of the FLANDERS handedness questionnaire is a valid and useful measure of skilled hand preference for Japanese participants.
著者
内田 遼介 寺口 司 大工 泰裕
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
pp.91.18011, (Released:2020-03-10)
参考文献数
44
被引用文献数
2

Corporal punishment in the setting of extracurricular school sport activities (bukatsu in Japan) has attracted public attention since 2013. Previous research studies attempted to characterize the actual conditions of corporal punishment in bukatsu. Several studies have demonstrated that direct experience with corporal punishment in bukatsu led to a favorable attitude toward corporal punishment among those that received it. However, these studies did not take into consideration extraneous variables (e.g., sex, age, aggression) that may contribute to the development of favorable attitudes. The purpose of this study was to re-examine the results of previous studies using a modified research design and statistical analysis plan. Participants were 287 individuals, aged 18 to 65 years. Hierarchical multiple regression showed that direct experience with corporal punishment in bukatsu positively influenced favorable attitudes toward corporal punishment even after controlling for several extraneous variables. Moreover, the direct effect of experiencing corporal punishment in bukatsu was fully mediated by the perceived effectiveness of corporal punishment. These results extend this field of research by complementing previous research.
著者
浅野 良輔 吉田 俊和
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.2, pp.175-182, 2011 (Released:2011-12-06)
参考文献数
41
被引用文献数
6 1

This study investigated how relational efficacy affects functions of safe haven and secure base in romantic relationships and same-sex friendships. Relational efficacy, which is a shared or intersubjective efficacy of relationship partners, refers to a pair's belief that they can mutually coordinate and integrate their resources to prevent and resolve any problems. Participants were 97 dating heterosexual couples and 119 same-sex friendships. Multilevel structural equation modeling suggested that relational efficacy promotes the safe haven function and the secure base function in romantic relationships and same-sex friendships, controlled for sex, relationship longevity, irreplaceability, attachment anxiety, and attachment avoidance. Additionally, the effects of relational efficacy on the safe haven function and the secure base function in romantic relationships are stronger than in same-sex friendships. These results are discussed in terms of the association between intersubjective processes in close relationships and individuals' hedonic/eudaimonic well-being.
著者
増田 真也 坂上 貴之 森井 真広
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
pp.90.18042, (Released:2019-09-20)
参考文献数
40
被引用文献数
21

Certain participants are insincere when responding to questionnaires. Two current approaches for detecting unmotivated or dishonest respondents, the instructional manipulation check (IMC), and the seriousness check, were examined. We also attempted to improve the quality of survey responses by asking respondents to take an oath that they would be serious before they started answering the questionnaire (TO). The respondents in two Web surveys were randomly assigned to one of four versions of the questionnaire. The main results indicated that (a) response quality tended to improve when respondents who did not follow instructions were excluded from the sample; and (b) respondents that who took an oath to answer seriously chose fewer “don’t know” options, straight line responses, and midpoint responses than the control group, suggesting that respondents behaved consistently with their initial commitment. The results indicate that although IMC is superior for improving data quality, techniques for deterring less serious responses including TO were desirable in that they did not reduce the sample size.
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
3

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
仁科 国之 三船 恒裕 日道 俊之
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
pp.94.22212, (Released:2023-10-31)
参考文献数
36

Interdependence is among the most pervasive characteristics of human social life. The Situational Interdependence Scale (SIS) is a multi-dimensional scale comprising five factors: mutual dependence, power, conflict, future interdependence, and information certainty. These factors explain behavior in interdependent situations. Although translations of the SIS exist in several languages, a Japanese iteration of the instrument has yet to be prepared. Therefore, this study aims to develop a Japanese version of the SIS (SIS-J). In Study 1 and 2, the original version of the SIS was translated into Japanese and the factor structure of the SIS-J and reliability were verified. Study 3 examined whether the SIS-J could measure differences in situations between the Dictator game and the Prisoner’s Dilemma game. Results indicate that the factor structure of the SIS-J was equivalent to that of the original version and that differences in situations between the two economic games could be measured. These results suggest that the SIS-J can be used in measure recognition of the interdependent situations.
著者
並川 努 谷 伊織 脇田 貴文 熊谷 龍一 中根 愛 野口 裕之
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.83, no.2, pp.91-99, 2012 (Released:2012-11-20)
参考文献数
19
被引用文献数
84

Personality scales based on the five-factor model, especially the Big-Five Scale of personality trait adjectives (Wada, 1996), are commonly used in Japan. In this study a short form of the Big-Five Scale was constructed. To avoid changes in the capacity dimension caused by the decrease in the number of items, item selection was conducted after Item Response Theory (IRT) scales were constructed for all the items. In Study 1 data was collected from 2 099 participants. A Generalized Partial Credit Model was applied to the IRT model, and items were selected using the slope and location parameters for each item. Cronbach's alpha showed that the short form, as well as the five sub-scales, had sufficient reliability as a personality test. In Study 2, we determined correlations with the NEO-FFI and tested the concurrent validity of the short form. The results indicate that the short form of Big-Five Scale demonstrates sufficient reliability and validity despite the reduced number of items.
著者
田中 彰吾 浅井 智久 金山 範明 今泉 修 弘光 健太郎
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
pp.90.18403, (Released:2019-09-20)
参考文献数
123

This paper reviews past research on bodily consciousness and its neural representations, as well as current research on the body, self, and brain. In the early 20th century bodily consciousness was first conceptualized as body schema and body image. Empirical findings on phenomena such as phantom limbs suggested that body consciousness could be reduced to body representations in the brain. Body schema and body image have firm foundations in related brain areas including somatosensory and motor cortices, although they cannot be completely reduced to neural processes. In addition, the body image can be better categorized into two aspects (body semantics and body topology) that correspond to different streams of neural processing. Finally, we explored the self that emerges through interactions between the sense of body ownership and the sense of agency. The subjective sense of the self could well be the result of the bottom-up integration of multiple body representations.
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
3 3

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
宮崎 由樹 鎌谷 美希 河原 純一郎
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
pp.92.20063, (Released:2021-11-30)
参考文献数
38
被引用文献数
1 6

The purpose of this study was to examine the psychological factors related to the frequency of face mask wearing (mask wearing) among Japanese people. Specifically, the influence of social anxiety (scrutiny fears, social interaction anxiety), trait anxiety, and perceived vulnerability to disease (germ aversion, perceived infectability) on mask wearing frequency was examined. We also investigated whether the relationships were altered based on the COVID-19 pandemic and the seasons. Online surveys (N=6,742) were conducted in the summer and winter seasons from Aug. 2018 to Dec. 2020. Results showed that scrutiny fears, perceived infectability (but only in the winter season), and germ aversion affected the frequency of mask wearing before the COVID-19 pandemic. However, the relationships were altered as the COVID-19 pandemic spread. Scrutiny fears and perceived infectability did not play a role in the frequency of mask wearing. These alternations of results could be derived from the increase in mask wearing rate, changes in the reasons to wear masks among Japanese people, and elevation of perceived risk to COVID-19 due to the increased transmission.
著者
三浦 麻子 清水 裕士 北村 英哉 山縣 芽生 松尾 朗子 寺口 司
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
pp.93.21222, (Released:2022-06-30)
参考文献数
34

This study examines whether the psychological tendencies during the new coronavirus infection (COVID-19) pandemic differed from that in normal times based on Web-based survey data from two different samples. The target of the analysis was the tendency to avoid infection. In doing so, we considered the house effects of the different survey media and attempted to compensate for them by inverse probability weighted estimation using propensity scores calculated with several covariates. The results showed that even after adjustment, infection avoidance tendencies were higher during the pandemic than normal times. We discussed the significance of adjusting for house effects in the Web-based survey and some of the limitations of this study.
著者
縄田 健悟 山口 裕幸 波多野 徹 青島 未佳
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.85, no.6, pp.529-539, 2015 (Released:2015-02-25)
参考文献数
16
被引用文献数
3 11

Many researchers have suggested team processes that enhance team performance. However, past team process models were based on crew team, whose all team members perform an indivisible temporary task. These models may be inapplicable business teams, whose individual members perform middle- and long-term tasks assigned to individual members. This study modified the teamwork model of Dickinson and McIntyre (1997) and aimed to demonstrate a whole team process that enhances the performance of business teams. We surveyed five companies (member N = 1,400, team N = 161) and investigated team-level processes. Results showed that there were two sides of team processes: “communication” and “collaboration to achieve a goal.” Team processes in which communication enhanced collaboration improved team performance with regard to all aspects of the quantitative objective index (e.g. current income and number of sales), supervisor rating, and self-rating measurements. On the basis of these results, we discuss the entire process by which teamwork enhances team performance in business organizations.
著者
木下 冨雄
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
pp.92.20403, (Released:2021-11-30)
参考文献数
59

The novel coronavirus disease (COVID-19) pandemic that occurred suddenly at the beginning of 2020 has had a significant and multifaceted impact on the economy, society, civilian life, and culture, as well as the human mind. For this reason, it is essential to establish a collaborative system that includes medical science, which has been the subject of much discussion, as well as the natural sciences, the humanities, and social sciences to evaluate the impact of COVID-19. This paper focuses on defense in depth and risk communication and discusses the issues caused by COVID-19 from the perspectives of social psychology and risk studies, both of which have an inherent interdisciplinary nature.
著者
柴田 寛 髙橋 純一 行場 次朗
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.85, no.6, pp.571-578, 2014 (Released:2015-02-25)
参考文献数
29
被引用文献数
3

The current study used video clips of bowing actions depicted by three-dimensional computer graphics. The bend angle (15° and 45°) and duration of the bent posture (0–4.5 seconds) were varied. In the first experiment, the participants rated their subjective impressions of the bowing actions. The bowing actions that were made at a 45° angle and held for more than 1 second were rated as courteous. Bowing motions held for shorter durations were rated as smooth. In the second experiment, the participants evaluated whether a bowing action was appropriate for a specific social context. The participants judged 15°-angle bowing of no / very short duration appropriate for greeting, 45°-angle bowing of no / short duration appropriate for gratitude, and 45°-angle bowing for about 2 seconds appropriate for an apology. The results of these two experiments are discussed in terms of how angle and duration influence the impressions and evaluations of the appropriateness of a bowing action.