首页> 美国卫生研究院文献>Royal Society Open Science >Three minutes to change preferences: perceptual fluency and response inhibition
【2h】

Three minutes to change preferences: perceptual fluency and response inhibition

机译:三分钟更改偏好:感知流畅性和反应抑制

代理获取
本网站仅为用户提供外文OA文献查询和代理获取服务,本网站没有原文。下单后我们将采用程序或人工为您竭诚获取高质量的原文,但由于OA文献来源多样且变更频繁,仍可能出现获取不到、文献不完整或与标题不符等情况,如果获取不到我们将提供退款服务。请知悉。

摘要

Perceptual fluency and response inhibition are well-established techniques to unobtrusively manipulate preference: objects are devalued following association with disfluency or inhibition. These approaches to preference change are extensively studied individually, but there is less research examining the impact of combining the two techniques in a single intervention. In short (3 min) game-like tasks, we examine the preference and memory effects of perceptual fluency and inhibition individually, and then the cumulative effects of combining the two techniques. The first experiment confirmed that perceptual fluency and inhibition techniques influence immediate preference judgements but, somewhat surprisingly, combining these techniques did not lead to greater effects than either technique alone. The second experiment replicated the first but with changes to much more closely imitate a real-world application: measuring preference after 20 min of unrelated intervening tasks, modifying the retrieval context via room change, and generalization from computer images of objects to real-world versions of those objects. Here, the individual effects of perceptual fluency and inhibition were no longer detected, whereas combining these techniques resulted in preference change. These results demonstrate the potential of short video games as a means of influencing behaviour, such as food choices to improve health and well-being.
机译:感知流动性和反应抑制是不引人注目地操纵偏好的良好技术:对象与失风或抑制关联后贬值。这些偏好变化的方法被广泛研究了单独研究,但研究了在单一干预中组合两种技术的影响。简而言之(3分钟)游戏类似的任务,我们单独检查感知流畅性和抑制的偏好和记忆效应,然后是组合两种技术的累积效应。第一个实验证实,感知流畅性和抑制技术影响了即时偏好判断,但有些令人惊讶的是,结合这些技术不会导致比单独的技术更大的效果。第二个实验复制了第一个,但随着更改更加紧密地模仿真实的应用程序:在20分钟内衡量无关的中期任务后的偏好,通过房间改变修改检索上下文,以及从对象的计算机图像到现实世界版本的泛化这些物体。这里,不再检测到感知流畅性和抑制的个体效果,而组合这些技术导致偏好变化。这些结果展示了短视频游戏作为影响行为的手段,例如食物选择,以改善健康和福祉。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
代理获取

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号