Four Needs Questionnaire
Basic needs threat questionnaire
Zadro‚ Williams‚ & Richardson‚ 2004
Adopted by Neff‚ 2012
پرسشنامه چهار نیاز
1. What percent of the throws were thrown to you? ____
2. To what extent were you included by the other participants during the game? _____
1. I felt poorly accepted by the other participants.
2. I felt as though I had made a “connection” or bonded with one or more of the participants during the Cyberball game.
3. I felt like an outsider during the Cyberball game.
4. I felt that I was able to throw the ball as often as I wanted during the game.
5. I felt somewhat frustrated during the Cyberball game.
6. I felt in control during the Cyberball game.
7. During the Cyberball game‚ I felt good about myself.
8. I felt that the other participants failed to perceive me as a worthy and likeable person.
9. I felt somewhat inadequate during the Cyberball game.
10. I felt my performance [e.g.‚ catching the ball‚ deciding whom to throw the ball to] had some effect on the direction of the game.
11. I felt non-existent during the Cyberball game.
12. I felt as though my existence was meaningless during the Cyberball game.
13. I felt angry during the Cyberball game.
14. I enjoyed playing the Cyberball game.
سایت روان سنجی: "سایبربال" بازی پرتاب توپ رایانه ای است که شرکت کنندگان را به این امر هدایت می کند که آنها در حال بازی با دو شرکت کننده دیگر هستند. آزمودنی پس از چند دقیقه از بازی حذف می شود.
این زمان کوتاه از طرد شدگی می تواند پیامدهایی از سطوح خشم و اندوه را در پی داشته باشد. پرسشنامه همچنین دارای چهار پرسش خلقی ( خوب/ بد، شاد/ غمگین، تنش/ارامش، و برانگیخته/ نا برانگیخته) به شکل دور ارزشی نیز هست.
"نف، 2012" گویه های 13 و 14 را برای مطالعه خود به آنها افزوده است.
پرسشنامه چهار نیاز، تعلق داشتن، مهار، عزت نفس و وجود معنا دار را در بر دارد. برای هر نیاز سه گویه وجود دارد.
belonging (α = .74)‚ Control (α =.72)‚ self-esteem (α = .70)‚ and meaningful existence (α = .66). Lisa Zadro et al‚ 2004
نمره گذاری
Not at All 1‚ 2‚ 3‚ 4‚ 5‚ 6‚ 7‚ 8‚ 9 Very Much So
چگونگی دستیابی
منبع جهت آگاهی بیشتر
Zadro‚ L.‚ Williams‚ K.D.‚ & Richardson‚ R. (2004). How low can you go? Ostracism by a computer is sufficient to lower self-reported levels of belonging‚ control‚ self-esteem‚ and meaningful existence. Journal of Experimental Social Psychology‚ 40‚ 560-567.
Neff. Kayleigh.‚ (2012). The Impact of Ostracism on Stigma Consciousness and Rejection Sensitivity. The College at Brockport. Senior Honors Thesis.