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It is well known that the nervous system combines information from different cues within and across sensory modalities to improve performance on perceptual tasks. In this article, we present results showing that in a visual motion-detection task, concurrent auditory motion stimuli improve accuracy even when they do not provide any useful information for the task. When participants judged which of two stimulus intervals contained visual coherent motion, the addition of identical moving sounds to both intervals improved accuracy. However, this enhancement occurred only with sounds that moved in the same direction as the visual motion. Therefore, it appears that the observed benefit of auditory stimulation is due to auditory-visual interactions at a sensory level. Thus, auditory and visual motion-processing pathways interact at a sensory-representation level in addition to the level at which perceptual estimates are combined.
People often reject creative ideas, even when espousing creativity as a desired goal. To explain this paradox, we propose that people can hold a bias against creativity that is not necessarily overt and that is activated when people experience a motivation to reduce uncertainty. In two experiments, we manipulated uncertainty using different methods, including an uncertainty-reduction prime. The results of both experiments demonstrated the existence of a negative bias against creativity (relative to practicality) when participants experienced uncertainty. Furthermore, this bias against creativity interfered with participants’ ability to recognize a creative idea. These results reveal a concealed barrier that creative actors may face as they attempt to gain acceptance for their novel ideas.
Increased age in adulthood is associated with systematically more negative cognitive change, but relatively little is known about the nature of change at different ages. The present study capitalized on the hierarchical structure of cognitive abilities to investigate possible age differences in the level at which change operates. Reductions in the longitudinal associations between test scores when across-time relations were specified at different levels in the hierarchical structure were used to infer contributions to change from the level of abilities and from the level of a general factor. Although the pattern of influences varied across different cognitive abilities, the results revealed little or no age differences in the relative contributions to change from different levels in the hierarchy.
Mental simulations of future experiences are often concerned with emotionally arousing events. Although it is widely believed that mental simulations enhance future behavior, virtually nothing is known about how memory for these simulations changes over time or whether simulations of emotional experiences are especially well remembered. We used a novel paradigm that combined recently developed methods for generating simulations of future events and well-established procedures for testing memory to examine the retention of positive, negative, and neutral simulations over delays of 10 min and 1 day. We found that at the longer delay, details associated with negative simulations were more difficult to remember than details associated with positive or neutral simulations. We suggest that these effects reflect the influence of the fading-affect bias, whereby negative reactions fade more quickly than positive reactions, and that this influence results in a tendency to remember a rosy simulated future. We discuss implications of our findings for individuals with affective disorders, such as depression and anxiety.
Observing the movements of another person influences the observer’s intention to execute similar movements. However, little is known about how action intentions formed prior to movement planning influence this effect. In the experiment reported here, we manipulated the congruency of movement intentions and action intentions in a pair of jointly acting individuals (i.e., a participant paired with a confederate coactor) and investigated how congruency influenced performance. Overall, participants initiated actions faster when they had the same action intention as the coactor (i.e., when participants and the coactor were pursuing the same conceptual goal). Participants’ responses were also faster when their and the coactor’s movement intentions were directed to the same spatial location, but only when participants had the same action intention as the coactor. These findings suggest that observers use the same representation to implement their own action intentions that they use to infer other people’s action intentions and also that a dynamic, multitiered intentional mechanism is involved in the processing of other people’s actions.
In three experiments, we tested the prediction that individuals’ experience of power influences their perceptions of their own height. High power, relative to low power, was associated with smaller estimates of a pole’s height relative to the self (Experiment 1), with larger estimates of one’s own height (Experiment 2), and with choice of a taller avatar to represent the self in a second-life game (Experiment 3). These results emerged regardless of whether power was experientially primed (Experiments 1 and 3) or manipulated through assigned roles (Experiment 2). Although a great deal of research has shown that more physically imposing individuals are more likely to acquire power, this work is the first to show that powerful people feel taller than they are. The discussion considers the implications for existing and future research on the physical experience of power.
Basic psychology research suggests the possibility that confessions—a potent form of incrimination—may taint other evidence, thereby creating an appearance of corroboration. To determine if this laboratory-based phenomenon is supported in the high-stakes world of actual cases, we conducted an archival analysis of DNA exoneration cases from the Innocence Project case files. Results were consistent with the corruption hypothesis: Multiple evidence errors were significantly more likely to exist in false-confession cases than in eyewitness cases; in order of frequency, false confessions were accompanied by invalid or improper forensic science, eyewitness identifications, and snitches and informants; and in cases containing multiple errors, confessions were most likely to have been obtained first. We believe that these findings underestimate the problem and have important implications for the law concerning pretrial corroboration requirements and the principle of “harmless error” on appeal.
This research examined preferences for national- and campus-level assimilative and pluralistic policies among Black and White students under different contexts, as majority- and minority-group members. We targeted attitudes at two universities, one where 85% of the student body is White, and another where 76% of students are Black. The results revealed that when a group constituted the majority, its members generally preferred assimilationist policies, and when a group constituted the minority, its members generally preferred pluralistic policies. The results support a functional perspective: Both majority and minority groups seek to protect and enhance their collective identities.


How do humans learn contingencies between events? Both pathway-strengthening and inference-based process models have been proposed to explain contingency learning. We propose that each of these processes is used in different conditions. Participants viewed displays that contained single or paired objects and learned which displays were usually followed by the appearance of a dot. Some participants predicted whether the dot would appear before seeing the outcome, whereas other participants were required to respond quickly if the dot appeared shortly after the display. In the prediction task, instructions guiding participants to infer which objects caused the dot to appear were necessary in order for contingencies associated with one object to influence participants’ predictions about the object with which it had been paired. In the response task, contingencies associated with one object affected responses to its pair mate irrespective of whether or not participants were given causal instructions. Our results challenge single-mechanism accounts of contingency learning and suggest that the mechanisms underlying performance in the two tasks are distinct.
Video games constitute a popular form of entertainment that allows millions of people to adopt virtual identities. In our research, we explored the idea that the appeal of games is due in part to their ability to provide players with novel experiences that let them “try on” ideal aspects of their selves that might not find expression in everyday life. We found that video games were most intrinsically motivating and had the greatest influence on emotions when players’ experiences of themselves during play were congruent with players’ conceptions of their ideal selves. Additionally, we found that high levels of immersion in gaming environments, as well as large discrepancies between players’ actual-self and ideal-self characteristics, magnified the link between intrinsic motivation and the experience of ideal-self characteristics during play.
People attribute minds to other individuals and make inferences about those individuals’ mental states to explain and predict their behavior. Little is known, however, about whether people also attribute minds to groups and believe that collectives, companies, and corporations can think, have intentions, and make plans. Even less is known about the consequences of these attributions for both groups and group members. We investigated the attribution of mind and responsibility to groups and group members, and we demonstrated that people make a trade-off: The more a group is attributed a group mind, the less members of that group are attributed individual minds. Groups that are judged to have more group mind are also judged to be more cohesive and responsible for their collective actions. These findings have important implications for how people perceive the minds of groups and group members, and for how attributions of mind influence attributions of responsibility to groups and group members.
Using data from the Gallup World Poll, we examined whether progressive taxation is associated with increased levels of subjective well-being. Consistent with Rawls’s theory of justice, our results showed that progressive taxation was positively associated with the subjective well-being of nations. However, the overall tax rate and government spending were not associated with the subjective well-being of nations. Furthermore, controlling for the wealth of nations and income inequality, we found that respondents living in a nation with more-progressive taxation evaluated their lives as closer to the best possible life and reported having more positive and less negative daily experiences than did respondents living in a nation with less-progressive taxation. Finally, we found that the association between more-progressive taxation and higher levels of subjective well-being was mediated by citizens’ satisfaction with public goods, such as education and public transportation.
Fetal detection of adversity is a conserved trait that allows many species to adapt their early developmental trajectories to ensure survival. According to the
We studied the perception of wealth as a function of varying levels of assets and debt. We found that with total wealth held constant, people with positive net worth feel and are seen as wealthier when they have lower debt (despite having fewer assets). In contrast, people with equal but negative net worth feel and are considered wealthier when they have greater assets (despite having larger debt). This pattern persists in the perception of both the self and others. We explore consequences for the willingness to borrow and lend and briefly discuss the policy implications of these findings.
Strick, Madelijn, Dijksterhuis, Ap, & van Baaren, Rick B. (2010). Unconscious-Thought Effects Take Place Off-Line, Not On-Line.