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Three minutes to change preferences: perceptual fluency and response inhibition
Royal Society Open Science ( IF 2.9 ) Pub Date : 2020-10-07 , DOI: 10.1098/rsos.200766
Bryony McKean 1 , Jonathan C. Flavell 1 , Harriet Over 1 , Steven P. Tipper 1
Affiliation  

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.



中文翻译:

三分钟更改偏好:感知流利度和抑制反应

感知流畅性和响应抑制能力是成熟的技术,可以毫不干扰地操纵偏好:与流畅性或抑制能力相关联的物体会贬值。对偏好更改的这些方法进行了单独的广泛研究,但很少有研究探讨将两种技术结合在单个干预措施中的影响。在短时间(3分钟)的类似游戏的任务中,我们分别检查了感知流畅性和抑制性的偏好和记忆效应,然后结合了这两种技术的累积效应。第一个实验证实,感知流利性和抑制技术会影响即时偏好判断,但有些令人惊讶的是,将这些技术组合起来并没有比单独使用任何一种技术带来更大的效果。第二个实验重复了第一个实验,但进行了更改,以更接近地模仿真实的应用程序:测量20分钟无关的干预任务后的偏好,通过更改房间来修改检索上下文,以及从对象的计算机图像到真实版本的泛化这些对象。在这里,不再能感知到流畅性和抑制性的个体影响,而结合使用这些技术会导致偏好改变。这些结果证明了短视频游戏作为影响行为的手段的潜力,例如选择食物以改善健康和福祉。从对象的计算机图像到这些对象的实际版本的泛化。在这里,不再检测到感知流畅性和抑制性的个体影响,而结合使用这些技术会导致偏好改变。这些结果证明了短视频游戏作为影响行为的手段的潜力,例如选择食物以改善健康和福祉。从对象的计算机图像到这些对象的实际版本的泛化。在这里,不再检测到感知流畅性和抑制性的个体影响,而结合使用这些技术会导致偏好改变。这些结果证明了短视频游戏作为影响行为的手段的潜力,例如选择食物以改善健康和福祉。

更新日期:2020-10-07
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