Recent work in our lab has demonstrated that rats trained to associate two different reinforcement delays with two different cues will generate a scalar temporal expectation at a time between these delays when presented with the cue compound. This work demonstrates that rats will integrate distinct temporal memories at retrieval, revealing that temporal expectation need not be a veridical representation of experience. Following from this recognition that processes occurring at or after memory retrieval may transform or bias temporal expectations, we suggest that previous pharmacological work that had been interpreted as resulting from sensorial, or clock-speed, changes, may be alternatively interpreted as resulting from mnemonic alterations.
View Article and Find Full Text PDFThis study examined adolescents' attitudes about video games along with their self-reported play frequency. Ninth and eleventh grade students (N = 361), approximately evenly divided by grade and gender, were surveyed about whether video games have stereotypic images, involve harmful consequences or affect one's attitudes, whether game playing should be regulated by parents or the government, and whether game playing is a personal choice. Adolescents who played video games frequently showed decreased concern about the effects that games with negatively stereotyped images may have on the players' attitudes compared to adolescents who played games infrequently or not at all.
View Article and Find Full Text PDFU.S. majority (European-American) and minority (African-American, Latin-American, Asian-American) students were interviewed regarding race-based and non-race based reasons for exclusion in interracial peer dyads ( = 685), evenly divided by gender at 4, 7, and 10 grades attending 20 public schools.
View Article and Find Full Text PDFThe aim of this study was to assess adolescents' evaluations of, and reasoning about, gender stereotypes in video games. Female ( = 46) and male ( = 41), predominantly European-American, mean age = 19 years, were interviewed about their knowledge of game usage, awareness and evaluation of stereotypes, beliefs about the influences of games on the players, and authority jurisdiction over 3 different types of games: games with negative male stereotypes, and games with negative female stereotypes, and gender-neutral games. Gender differences were found for how participants evaluated these games.
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