1994
DOI: 10.1037/0012-1649.30.5.611
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Contextual factors in children's social information processing.

Abstract: Attributions and social problem solutions of socially accepted and rejected boys and girls (Mage = 9.33 years) were assessed by verbal responses to hypothetical vignettes embedded in a computer mathematics game involving 3 contextual factors: interpersonal context (competition or collaboration), outcome of the game (success or failure), and story type (ambiguous provocation or peer group entry). More hostile attributions of intent were provided in the failure than in the success condition and in the ambiguous … Show more

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Cited by 20 publications
(20 citation statements)
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“…Because children's responses to girls may differ from their responses to boys, those studies risked confounding the gender of the participant with the gender of the target child (see Dorsch & Keane, 1994). In such studies, when gender differences are observed, investigators are unable to determine whether perceived differences are a function of the different ways that boys and girls respond to social problems or whether they are related to differences in the ways in which children in general respond to girls as opposed to boys (Bukowski, 1990).…”
mentioning
confidence: 99%
“…Because children's responses to girls may differ from their responses to boys, those studies risked confounding the gender of the participant with the gender of the target child (see Dorsch & Keane, 1994). In such studies, when gender differences are observed, investigators are unable to determine whether perceived differences are a function of the different ways that boys and girls respond to social problems or whether they are related to differences in the ways in which children in general respond to girls as opposed to boys (Bukowski, 1990).…”
mentioning
confidence: 99%
“…Instead, these studies use an unseen "opponent" as an assumed peer, though the opponent is actually being manipulated by the experimenter. For example, Dorsch and Keane (1994) used a computer game to experimentally manipulate children's engagement in a cooperative or competitive interaction. They identified computer games as an "ecologically valid" method of studying children's social information-processing (Dorsch & Keane, 1994).…”
Section: Proposed Methods For Measuring Real-time Hostile Attributionsmentioning
confidence: 99%
“…For example, Dorsch and Keane (1994) used a computer game to experimentally manipulate children's engagement in a cooperative or competitive interaction. They identified computer games as an "ecologically valid" method of studying children's social information-processing (Dorsch & Keane, 1994). They noted that engaging children in playing a computer game would produce "realistic personal involvement" (Dorsch & Keane, 1994).…”
Section: Proposed Methods For Measuring Real-time Hostile Attributionsmentioning
confidence: 99%
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