College 5 Flashcards

1
Q

affect

A

general term covering both emotion and mood - usually from positive to negative

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2
Q

mood

A

broad, diffuse, long-lasting, positive or negative state
Due to diffuse nature “spill-over” effects possible (e.g. feeling good because of A makes you like B more later)

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3
Q

emotions

A

about something/someone, acute, short-lived, positive or negative, but more specific (e.g. anger, disgust, fear)

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4
Q

Mood and attention

A

mood influences the focus of perception
- positive mood (things go well) > global focus
- negative mood (there is a problem) > local focus (narrows attention)

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5
Q

mood congruence

A

consistency between one’s mood state with the broader situations and circumstances being experienced by the persons at that time.

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6
Q

objective memory

A

When we recall a memory, we retrieve specific details about it: where, when, with whom.

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7
Q

subjective memory

A

individual’s perceived memory performance, is influenced by a combination of ability judgments and memory concerns

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8
Q

affect as information

A

we interpret our feelings as a reaction to whatever we are thinking about or evaluating at the moment
> subsequent misattribution of feelings to the object of evaluation

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9
Q

mood influences stereotypes: competing motivations

A

people want to protect their good mood by not processing to deeply vs. people want to be accurate

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10
Q

beneficial function of good mood

A
  • better performance on concentration
  • rely on global schemas: which saves resources
  • more efficient processing
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11
Q

basic emotions

A

anger, fear, disgust, surprise, happiness, sadness
- universally recognized
- specific facial muscles
- later added: contempt

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12
Q

facial feedback hypothesis

A

is based on the idea that one’s facial expressions directly affect their emotional experience.

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13
Q

somatic marker hypothesis

A

proposes that emotional processes guide (or bias) behavior, particularly decision-making. “Somatic markers” are feelings in the body that are associated with emotions, such as the association of rapid heartbeat with anxiety or of nausea with disgust. According to the hypothesis, somatic markers strongly influence subsequent decision-making.

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14
Q

EASI model

A

Emotion as social information
This model posits that emotional expressions may affect observers’ behavior by
(1) providing relevant information about the situation (inferential path) and/or by
(2) affecting observers’ emotions and liking of the expresser (affective reactions path).

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15
Q

emotional contagion

A

describes how people who observe the emotions and behaviors of another tend to copy those emotions and behaviors. For instance, when someone smiles happily around others, those around them are more likely to smile and feel happy

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16
Q

EASI model: inferential path

A

basic idea: seeing a facial expression can induce further reasoning about the intentions of the expresser.
> example: Expressing anger
during negotiations can lead to larger concessions because others fear for an impasse.

17
Q

emoji as facial expressions

A

can fulfill similar functions as facial expressions in non-formal context but can also be seen as inappropriate

18
Q

somatic markers

A

All bodily byproducts of emotional experiences serve as
“somatic markers” that inform judgments and decision
-making
* Hormones
* Physiological parameters (ECG, skin conductance, etc.)
* Neurotransmitter emissions

19
Q

The EASI model: affective pathway

A

Basic idea: When I see an emotion in somebody else, I might
“catch” that emotion myself
* Expressing happiness leads to being more liked, expressing
irritability decreases liking