Other Flashcards

1
Q

Historical Overview

A

1960s: Ergonomics and efficiency.
1970-80s: Introduction of GUIs and proliferation of technology.
1990s: Internet era
2000s-Present: Mobile and ubiquitous computing has shifted technology into everyday life.

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2
Q

Disinhibition Effect

A

People are more likely to do things online that they wouldn’t do offline. I.e. View violent content.

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3
Q

General v Narrow AI

A

General: Can do a broad range of tasks.
Narrow: Designed to do a single task.

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4
Q

Turing test

A

A test to see if the human interacting with the AI can understand if it’s a robot or not. CAPTCHA is the reverse of this.

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5
Q

ELIZA

A

A chatbot based off of Carl Roger’s principles of client-centered therapy. Fairly simplistic.

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6
Q

Media Equation

A

Media equals real life

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7
Q

Ethopoeia

A

Responding to an entity if it was a human

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8
Q

Deindividuation Theory

A

Deindividuation theory posits that individuals in groups may lose self-awareness and a sense of personal responsibility, leading to atypical, often antisocial, behaviour.

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9
Q

SIDE

A

The Social Identity Model of Deindividuation Effects (SIDE) suggests that deindividuation can strengthen social identity and adherence to group norms rather than reducing self-awareness and responsibility.

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10
Q

Uses and Gratifications theory.

A

Uses and gratifications theory explores how individuals actively seek out media and content to satisfy specific needs and desires, such as information, personal identity, social integration, and entertainment.

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11
Q

Why do people seek anonymity?

A

Self-expression or toxicity.
More generally, to pursue goals.

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12
Q

Who seeks anonymous self-expression?

A

Machiavellianists do.
Narcissists do not.

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13
Q

Who seeks anonymous toxicity?

A

Machiavellianists and psychopaths.

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14
Q

Dictator game insights

A

People choose to be anonymous when it is free.
People keep more money for themselves when they are anonymous.

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15
Q

Dictator game insights - Psychopathy

A

Psychopathy
- Indifferent towards anonymity.
- Less likely to adjust their goals depending on the situation.

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16
Q

Dictator game insights - Machiavellists

A

View anonymity as valuable.
- Behaviour depends on person x environment interactions.

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17
Q

Who takes more selfies?

A

People with grandiose and exhibitionistic aspects of narcissism were the strongest predictor of taking selfies alone for both males and females. Females took more selfies that included others. Selfies taken in groups decreased with age.

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18
Q

What do people report for their reasons to take selfies?

A

Narcissistic reasons regardless of whether they were narcissistic.

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19
Q

Predictors of sadfishing

A

Denial as a coping mechanism
Attention-seeking behaviour
Posting online while intoxicated

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20
Q

What disorders may be related to sadfishing

A

Histrionic personality disorder
Borderline personality disorder
Higher alcohol consumption

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21
Q

Goffman’s theory of self-presentation

A

People engage in impression management presenting different versions of themselves.

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22
Q

Online and offline selves

A

For some, especially generation Z, less overlap between offline and online personalities was linked to better wellbeing

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23
Q

Role of feedback

A

People construct their identities on social media based on the feedback that they receive.

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24
Q

Offline and online self-comparison

A

Perceiving one’s social media as “better” as compared to your offline self was linked to poorer wellbeing.

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25
Q

Context collapse

A

The flattening of multiple distinct audiences into a single context.

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26
Q

The effect on people by being an influencer

A

Influencers may quantify their value through metrics like followers, counts, views and likes.
People have to put forward their most attractive self and have to maintain consistency.

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27
Q

Hyperpersonal model of online communication

A

Selective self-presentation
Idealisation
Asynchronous communication
Behavioural confirmation

28
Q

Feedback loop

A

Extension of the hyperpersonal model of online communication that extends it over time.

29
Q

Disillusionment model effects

A

Posits that in early stages of relationships, people idealise their partner and focus on their virtues.
As the relationship progresses, individuals may encounter negative violations of these initial favourable impressions.
This can lead to disillusionment, or feeling disappointed in one’s partner and/or the relationship.
Disillusionment can be other-oriented (disappointment in the partner) or self-oriented (decreased self-perceived attractiveness and self-disappointment).
Both types of disillusionment have been linked to lower self-esteem.

30
Q

Disillusion model process

A

Concept: Transition from idealisation to realism in relationships.
Early Stages: High expectations and positive perceptions.
Progression: Reality checks leading to potential disillusionment.
Impact: Affects relationship satisfaction and longevity.
Key Factor: Managing expectations is crucial for relationship success.

31
Q

Expectancy violations theory

A

People have expectations based on social norms and past experiences.
When someone deviates from the expected behaviour it is an expectancy violation.
Expectancy violations are judged based on valence (positive/negative), expectedness, and importance.
Person’s interpretation of the expectancy violation influences how they respond to it.

32
Q

Why do people catfish?

A

Friends, Escape, Attention, loneliness and sex.

33
Q

Ghosting

A

When someone suddenly and without explanation ceases all communication with someone that they have a close relationship with.

34
Q

Effects on victims who had been ghosted

A

Lonelier
Lower need for belonging
Lower need for meaningful existence
Generally were satisfied with the relationship prior to being ghosted
The relationship was often highly important to them
Creates a norm of ghosting others

35
Q

How does VR/AR impact experimental control and fidelity

A

Increases control and fidelity without the typical trade off.
Facilitates exact replications

36
Q

Internet gaming disorder symptoms

A

Preoccupation with Internet games.
Withdrawal symptoms when Internet gaming is taken away.
The need to spend increasing amounts of time engaged in Internet games.
Unsuccessful attempts to control the participation in Internet games.
Loss of interest in previous hobbies and entertainment as a result of, and with the exception of, Internet games.
Continued excessive use of Internet games despite knowledge of psychosocial problems.
Deceiving family members, therapists, or others regarding the amount of gaming.
Use of Internet games to escape or relieve a negative mood.
Jeopardising or losing a significant relationship, job, education or career opportunity because of participation in Internet games.

37
Q

Cognitive pressure points that affect how democracy functions in the age of digital information - A

A

Algorithmic bias.
- Leads to the creation of echo chambers.
- Limits exposure to diverse opinions and information which is crucial for informed democratic decision-making

38
Q

Cognitive pressure points that affect how democracy functions in the age of digital information - I

A

Information overload
- The amount of information online is overwhelming, makes it difficult to discern important news from trivial matters
- Cognitive overload leads to the oversimplification of complex issues

39
Q

Cognitive pressure points that affect how democracy functions in the age of digital information - D

A

Misinformation and disinformation
- The rapid spread of false information can influence public opinions before corrective actions can be taken
- Exploits cognitive biases such as conformation bias and emotional reactivity

40
Q

Cognitive pressure points that affect how democracy functions in the age of digital information - T

A

Decline of Trust in Institutions
- Misinformation contributes to the growing distrust in traditional institutions of knowledge and governance
- This erosion of trust makes it more challenging for these institutions to effectively inform and guide the public

41
Q

Is trust in science partisan in the US?

A

No, republicans are less likely to trust the government as compared to democrats.

42
Q

Post-truth claims

A

Can erode factual discourse leading to a situation where facts are seen as negotiable and reality is subjective

43
Q

Where do people get their news from?

A

People often get their news from social media, with a large upward trend of people getting their news from tiktok.

44
Q

The effectiveness of algorithms (Facebook Likes)

A

After 300 Facebook likes, the algorithm is better at predicting your personality on the Big Five as compared to your partner

45
Q

What are “dark ads”?

A

Dark ads are micro-targeted ads potentially customised to a single person.

46
Q

How do republican and democrat politician differ when they engage in belief or truth speaking.

A

Republicans when engaging in belief-speaking are more likely to cite factually incorrect articles.

47
Q

Debunking Handbook (Cook & Lewandowsky) F

A

Familiarity Backfires
- Repeating a myth can inadvertently reinforce it

48
Q

Debunking Handbook (Cook & Lewandowsky) O

A

Overkill Backfires
- Simple explanations are more likely to be accepted over complicated ones

49
Q

Debunking Handbook (Cook & Lewandowsky) W

A

Worldview Backfires
- Corrections that threaten individuals’ worldviews can strengthen their initial beliefs.

50
Q

Debunking Handbook (Cook & Lewandowsky) F

A

Present a clear and concise fact before mentioning the myth

51
Q

Debunking Handbook (Cook & Lewandowsky) A

A

Alternative explanation
- Providing an alternative explanation for why the myth is wrong can help fill the cognitive gap by removing misinformation.

52
Q

Debunking Handbook (Cook & Lewandowsky) G

A

Using graphics can help by making it more memorable

53
Q

Debunking Handbook (Cook & Lewandowsky) P

A

Prebunking
- Anticipating misinformation and debunking them before they are spread is more effective than reactive debunking

54
Q

Four Dimensions of Privacy

A

Physical Privacy
Social Privacy
Psychological Privacy
Informational Privacy

55
Q

Privacy Paradox

A

Whilst many people say they are concerned about privacy, very few engage in protective behaviour

56
Q

Social Cognitive Theory

A

Observational learning, imititation and cognitive processes (selective attention to information).

57
Q

Theory of Planned behaviour

A

Attitudes, subjective norms and perceived behavioural control influences intention which then influence behaviour. Perceived behavioural control can also directly influences behaviours.

58
Q

Personality variables influencing privacy concerns.

A

Laziness lowers, openness lowers but conscientiousness increases.

59
Q

Demographic variables influencing privacy concerns.

A

Being older increases it.
Being female increases it.
Being educated increases it.

60
Q

Control paradox

A

People who perceive themselves as having increased control over their privacy leads to more information being disclosed.

61
Q

Privacy settings usage

A

People find them complex or unintuitive.

62
Q

Sharenting

A

The perceived psychological ownership over their child’s personal information which parents then share.

63
Q

Why does the privacy paradox exist? 1

A

Evolution of privacy

64
Q

Why does the privacy paradox exist? 2

A

Ownership privacy
Ambiguity of ownership

65
Q

Why does the privacy paradox exist? 3

A

Personal space
Inability to control ones level of self-disclosure through interpersonal distancing

66
Q

Why does the privacy paradox exist? 4

A

Reputational concerns
Inability to properly regulate self-disclosure in the presence of modern personal-data-collection devices

67
Q

Internet disorders current problems

A

No official criteria for diagnoses.
Uses similar criteria as gambling.