关键词: Goals Memory Recall Story-telling Value

Mesh : Humans Mental Recall / physiology Female Male Adult Young Adult Narration Video Games

来  源:   DOI:10.1016/j.cognition.2024.105884

Abstract:
Memories are not only stored for personal recall, but also to communicate knowledge to others in service of adaptive decision-making. Prior research shows that goals to share information can change which content is communicated in memory as well as the linguistic style embedded in this communication. Yet, little is known as to how communication-related alterations in memory narration drive differences of value processing in listeners. Here, we test how memory communication alters multi-featural recall for complex events and the downstream consequence on value estimations in naïve listeners. Participants recalled a memory of playing an exploratory videogame at a 24-h delay under instructions to either share (i.e., social condition) or recall (i.e., control condition) their memory. Sharing goals systematically altered the content and linguistic style of recall, such that narrators from the social condition were biased towards recall of non-episodic details and communicated their memories with more clout, less formality, and less authenticity. Across two independent samples of naïve listeners, these features differentially influenced value estimations of the video game. We found that greater clout was associated with greater enjoyment while listening to memories (hedonic value), and that greater inclusion of non-episodic details resulted in greater willingness to purchase the video game (motivational drive). These findings indicate that sharing an experience as a story can change the content and linguistic tone of memory recall, which in turn shape perceived value in naïve listeners.
摘要:
记忆不仅是为了个人回忆而存储的,而且要向他人传达知识,为适应性决策服务。先前的研究表明,共享信息的目标可以改变在内存中传达的内容以及嵌入在此沟通中的语言风格。然而,鲜为人知的是,与通信相关的记忆叙述变化如何驱动听众的价值处理差异。这里,我们测试了记忆通信如何改变复杂事件的多特征回忆,以及对幼稚听众的价值估计的下游后果。参与者回忆起在24小时的延迟下玩探索性视频游戏的记忆,以分享(即,社会条件)或回忆(即,控制条件)他们的记忆。共享目标系统地改变了回忆的内容和语言风格,因此,来自社会条件的叙述者偏向于回忆非情节细节,并以更大的影响力传达他们的记忆,少了一些形式,更少的真实性。在两个独立的天真听众样本中,这些特征不同地影响了视频游戏的价值估计。我们发现,更大的影响力与更多的享受相关,同时聆听记忆(享乐价值),并且更多地包含非情节细节导致更大的意愿购买视频游戏(动机驱动)。这些发现表明,作为故事分享经历可以改变记忆回忆的内容和语言基调,这反过来又塑造了天真听众的感知价值。
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