Module 6 Reading I2 Flashcards
Reading for Lecture 1: Gone (2019)
Key Points:
Psychologists in AI Communities: Often miss Indigenous cultural psychology.
Aaniiih Psychology: Thought shapes reality.
Risk of Misinterpretation: Different cultural views on mind may be misunderstood.
Community Psychology: Can address misrecognition and include Indigenous views.
Abstract:
Main Issue: Providing mental health services without reinforcing colonialism.
Cultural Differences: Indigenous views on distress differ from Western psychology.
Aaniiih Study: Explore Indigenous psychology to improve mental health services.
Community Mental Health:
Psychology Limitations: Most research is Western-based, not relevant for AI.
Cultural Mismatch: AIs prefer their cultural practices over Western mental health services.
Research Focus:
Goal: Understand local views on depression and alcohol use.
Traveling Thunder’s View: Mental health issues linked to colonial trauma, not biology.
Indigenous Approach: Advocated for returning to traditional healing practices.
Community Setting:
Fort Belknap: Reservation with poverty, cultural revitalization efforts since the 1970s.
Interview Excerpts:
Traveling Thunder: Links distress to colonial trauma, suggests spiritual healing.
Historical Impact: Describes 4 stages of colonization affecting AI communities.
Conclusion:
Indigenous Misrecognition: Western psychology can overlook Indigenous perspectives.
Role of Community Psychology: Incorporate Indigenous knowledge for better mental health services.
Ceremonial Practice: Central to well-being, with petitions for health, clean mind, and survival.
Overcoming Problems: Some can quit drinking without ceremony, but ceremony is easier for most.
Ceremonies & Addictions: Peyote ceremonies may hinder recovery, as they distort the mind like drugs.
Mental Health Services: Viewed as assimilative and potentially “brainwashing,” contrasting with cultural values.
Summary: Traveling Thunder prefers ceremony over Western mental health services for healing.
Aaniiih War Stories: War stories are key in Aaniiih culture, not just personal, but for legacy and shared cultural meaning.
Wheel Game & Luck: In the game, players focus on past war victories to influence the outcome, thinking about them silently.
War Stories: Essential in Aaniiih culture, men gain status by sharing their war experiences.
Public Narration: War stories were told at important moments (e.g., setting up a lodge) for blessings or to avoid bad luck.
Purpose of War Stories: These stories gave strength and helped shape future outcomes.
Wheel Game & Thought: Players use mental focus on past deeds to try to influence the game’s result.
Aaniiih Psychology: Thought, especially the girl’s, has power in Aaniiih culture; the boy acts based on her thoughts.
Deserted Children Myth: The myth features sibling care, gender roles, and non-human helpers, with the girl’s thoughts driving the events.
The Boy’s Power: The girl’s thoughts control the actions, while the boy’s gaze brings changes.
The war referred to in the passage involves the Gros Ventre (Aaniiih) people’s battles during the eighteenth century. This was a time of intense intertribal conflict on the northern Plains, driven by economic competition for trade with Europeans, particularly for beaver pelts and bison robes. These wars were fierce, and the Aaniiih participated to protect and maintain their survival in a violent and unstable environment.
The passage doesn’t specify particular wars but emphasizes the importance of individual war deeds—personal achievements in battle—whether through raids, survival, or acts of bravery. These deeds were crucial for gaining status and respect in their society, and they were often recounted to harness luck or blessings, especially in situations like the Wheel game.
Aaniiih Power of Thought-Wish
Thought shapes reality: The Aaniiih believe that thinking can make things happen or change reality.
Supreme Being controls everything: The highest power controls the universe through thought.
Influence through thought: Both humans and nonhumans can affect their lives using their thoughts.
Ethnographic Illustrations
Supreme Being: A name for the Supreme Being means “controls by thought.”
Cursing/blessing: People can curse or bless others using their thoughts.
Group thinking: When many people think the same way, it becomes powerful and can change things.
Thought-Wish and Action
Sincerity matters: The stronger and more sincere your thought, the more powerful it is.
Group power: When more people think the same, their thoughts become stronger.
Opposing thoughts: If two people have different thoughts on something, the one with the stronger belief will win.
Speculative Elaborations
Supreme Being: The Supreme Being is thought to control everything by thinking.
Everyone can use thought-wish: All beings have the ability to influence things through their thoughts, but some are stronger at it.
Relational: Thought-wish depends on relationships; speaking (breathing + thought) can change things.
Ceremonial and Social Contexts
Ceremony: Ceremonies help restore the mind and strengthen one’s ability to use thought-wish.
Negative views: Using peyote or seeing Western doctors can weaken or confuse one’s ability to use thought-wish.
Cultural psychology: Thought-wish is deeply connected to how Aaniiih people understand life and the world.
Implications for Psychology
Misunderstanding: Psychologists may not understand Aaniiih beliefs properly.
Mental health: Understanding thought-wish is important for helping Aaniiih people with mental health issues.