MTIII Flashcards
Cultural relativist position
Mead, Bird
= emotional experience is specific to a given culture. We learn which expressions go with which emotions and under what circumstances we should express our emotion
- culture is the strongest influence to expressing emotions, therefore biological hardwiring is irrelevant
Universalist position
Darwin
= emotional experiences are innate. Emotions are developed through emotion
- “it is biologically hardwired in us, emotion= evolutionary adaptation”
Neuro cultural theory
Emotions are prewired in the human brain, but we learn culture specific rules for displaying those emotions
Components of Neuro cultural theory
- Elicitors= events that stimulate emotion in the human brain ( mostly cultural specific)
- ex) watch a sad movie, we feel sad; see ex lover with someone else
— culture specific but some universal
- ex of universal) loss of loved one
2 affect program = universal emotion (=hardwired); emotional response
- triggered by elicitor (=biological element) - Consequences (emotional arousal) = “what are you going to put on your face”
- mix of biology and culture
- ex) feel fear but won’t show it
What is decoding expressions of emotions complicated by
- Affect blends (displaying more than one emotion)
- Culture
- ex) Americans use eyes and mouth, Middle East just eyes (for emoticons) - Facial deceit (feel one thing, expression something different)
What are the universal emotions
Happiness, sadness, fear, disgust, surprise, anger
What governs facial deceit
Display rules
What are display rules
Govern the appropriateness of expressive behavior and are used to regulate or manage ones expressive behavior
Why do we engage in facial deceit
Cultural conventions
Personal display rules
Vocational requirements
Need at the moment
When do we learn display rules
Around age 6
When do we develop display rules skill
Between first and fifth grade
Knowledge of display rules means you understand what
Expression regulation
Interpersonal goals
What are we the five different Styles of display rules
Masking Intensification Inhibition De intensification Simulation
Masking
Involves communicating. An emotion that is entirely different than the one a person is feeling
- appears larger in the development cycle
Intensification
Involves giving the appearance of having stronger feelings than one actually has
Inhibition
Giving the impression of having no feelings when one truly experiences emotion
De intensification
Giving the appearance of experiencing an emotion with less intensity than one actually is feeling
Simulation
Acting like you feel an emotion when no such emotion is present
- ex) smiling without experiencing happiness
Facial styles
- With holder
- Revealer (if i feel it I express it)
- Unwitting expressor
- Blanked expressor
- Substitute expressor (mix up feelings with how expressed)
- Frozen-affect expressor (ex) big bushy eyebrows)
- Ever-ready expressor (has a go to expression)
- Flooded-affect expressor
Facial feedback hypothesis
We can create authentic emotions from inauthentic expressions
What are characteristics that affect decoding skill
- Encoding skill
- Personality (gregarious, sociable, expressive, low on machiavellianism)
- Training
- Age
- Race, education, intelligence
- Sex
Social presence theory
Text based messages deprive us of the sense that a warm body is jointly involved in the interaction. If we don’t feel anyone is actually there, our communication becomes impersonal, individualistic, and task-oriented
Media richness theory
Performance improves with the use of “richer” media for equivocal tasks
Examples of media richness
Most rich= faces to face dialogue
Next= videoconference, then…
Telephone conversation, voice mail,email, informal letters/memos, organizations own videos, formal written documents
Last= formal numerical documents
What so both computer media communication theories have in commen?
They both regard the absence of nonverbal cues as a permanent flaw of the medium
Social information processing theory (SIP)
Individuals initiating and developing relationships using text based mediums (online chat, emails, instant messaging) can develop well defined Impressions of each other
Key ideas of SIP
Verbal cue of affinity replace nonverbal cues
- self disclosure, praise, statements of action
This requires extended interaction time (4:1 ratio)
- 15 min faces to face is like 1 hour of computer mediated
SIP: hyper personal perspective
Label used to describe CMC relationships that are more intimate than romances or friendships would be if partners were physically together
What are four elements that contribute to the hyperpersonal perspective
- Sender: selective self perception
- Receiver: over attribution of similarity
- Channel: communicating on your own time
- Feedback: self fulfilling prophecy
Immediacy
Approach behaviors decrease both the physical and psychological distance between interactants
What are the most commonly cited nonverbal immediacy behaviors
Close distances Use of touch Eye contact Smiling Direct body orientation Forward lean
Verbal cues of immediacy
“We” vs “I” and “you”
Personal forms of address
Relational comments
Immediacy behaviors serve what functions
- Signal availability and inclusion
- Communicate involvement
- Communicate interpersonal warmth and positive affect
Applications of immediacy
- college classrooms
Average effect across differing types of immediacy and types of student learning
Perceived Cognitive Affective
Learning Learning Learning
Nonverbal
Immediacy 0.510 0.166 0.490
Verbal
Immediacy 0.491 0.057 0.491
Applications of immediacy
- interpersonal relationships
Attraction
Warmth
Like ability
Increased evaluations of intimacy
Cognitive valence theory
Answers the question: when one person displays immediate behavior, how can you explain the response of their partner?
Steps of cognitive valence theory
Step 1: immediacy behaviors Step 2: arousal Step 3: cognitive schemata - the knowledge we all have that help us interpret others behavior and help us make some sense of what behaviors are appropriate for a given situation or relationship Step 4: valence Step 5: relational outcomes
Cognitive schemata
1 cultural schemata
- behaviors can be negatively or positively valenced based on the culture you are from
2. Self schemata - personality traits
- communication predispositions
- trait communication behavior
3. Interpersonal schemata (interpersonal valence)
4. Relational schemata** - relational type
- relational trajectory
5. Situational schemata
6. State schemata
Negatively valenced
Negatively evaluated behavior
Positively valenced
Positively evaluated behavior
Positively valenced immediacy results in:
- positive perceptions and attitudes toward the interaction partner
- Reciprocation of immediate behavior
- Increased closeness and relational growth