Acting in accord with long-term goals requires control of interfering impulses, the success of which depends on several different processes. Using a structural-equation modeling approach, we investigated 5 behavioral components of impulsivity: the control of stimulus interference, proactive interference, and response interference, as well as decisional and motivational impulsivity. Results support the existence of 5 correlated but separable components of impulsive behavior. The present study is the 1st to demonstrate the separability of stimulus and response interference. It also supports the notion that control of response-related interference is not a unitary construct: Response-selection demands were separable from those of withholding or stopping. Relations between behavioral impulsivity components and self-report measures of impulsivity were largely absent. We conclude that as the construct of impulsivity has been extended to describe an increasingly diverse set of phenomena and processes, it has become too broad to be helpful in guiding future research.
A German version of the Need for Touch scale (NFT) was developed and validated in two experiments. Study 1 examined moderator effects of NFT on the influence of product experience on confidence and frustration in product evaluations. As expected, only for high-NFT individuals, confidence increased and frustration decreased when haptic information was available. In Study 2, we explored the influence of NFT in a gambling task. Results showed that individuals with higher NFT more often chose gambling alternatives accompanied by a positive feeling of touch, while individuals with lower NFT did not integrate haptic information. Additionally, results confirmed the theoretically postulated two-dimensional structure of NFT, as well as its discriminant validity.
The present study investigates individual differences in the automatic use of haptic information from interpersonal touch. We present a questionnaire assessing individual differences in the need for interpersonal touch (NFIPT), which was validated within an unrelated product-evaluation task. Before entering the laboratory, participants were briefly touched on the shoulder or received no touch. Assessing confidence and frustration within the following product-evaluation task, we examined moderating effects of NFIPT and additionally effects of need for touch (NFT). Results showed that higher NFIPT participants were more confident when they were briefly touched. Effects on frustration were only found for NFT. Results show that frustration was greater for individuals with higher NFT, when they could not touch the product during the evaluation task.
This paper examines the relationship between the perceived team climate for innovations and the experience of flow and worry and the moderating effect of team size. The research contains a multi-organization dataset with 323 software product development team members. The results show that the perceived climate for innovation is significantly positively related to the experience of flow and worry. However, the findings did not support the moderation with no differences in working in smaller or larger teams. This study indicates that the perceived climate for innovations positively relates to positive and negative individual effects without the importance of team size.
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