Personality Theories Flashcards

1
Q

Hollanders definition

A

Combination of all characteristics that make a person unique

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2
Q

Hollanders Structure

A

1st layer- Psych core, relatively constant behaviours and values
2nd layer- Typical response- response to any given sitch based on beliefs
3rd- Role-related behavior- behaviour influenced by the environment and varies

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3
Q

Cattell’s trait theory

A
  • Hierarchy of traits
  • Continuum of traits that everyone has to a degree
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4
Q

Cattell’s Source traits

A
  • Most important traits and found at the top of the continuum
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5
Q

Cattell’s Surface traits

A
  • Influences behavior at diff intensities
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6
Q

Interactionist theory

A
  • Suggests people behave based on innate traits and environment
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7
Q

Marten’s structure

A
  • Basically Hollanders
  • Emphasises dynamic of R-RBH and its dependance on environment
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8
Q

Wood’s Triadic model

A

Cognitive- Knowledge to form a belief and complete a task
Affective- Attitude towards task
Behavioral- How you intend to complete the task
All 3 components make up Attitude

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9
Q

Define Prejudice

A
  • Strongly held attitude resistant to change
  • Held to a direct experience
  • Unfair is negative
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10
Q

Define Stereotyping

A
  • General feelings to a person in categories
  • According to identifiable characteristics
  • Rarely Acc., resistant to change
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11
Q

Festinger Cognitive Dissonance theory

A
  • States 3 elements in Wood’s should be consistent If attitude brings consonance
  • If <2 conflicts, dissonance occurs and causes discomfort and change
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12
Q

Persuasive Comms

A
  • Physical/Verbal comms from a SO that is respected
    Effectiveness depends on:
  • Respect for SO
  • Sense and accuracy of comms
  • Characteristics of target, accepting or not
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13
Q

Strats to change performers attitude

A
  • +ve attitude Role models
  • +ve Reinforcement
  • Goal setting
  • Reward good actions
  • Appropriate responsibilities
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14
Q

Weinberg & Gould arousal

A

Arousal- blend of psych & phys of someone and level of motiv, alertness and excitement at a particular moment
- Psych readiness

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15
Q

Hull Spence & Spence Drive Theory

A
  • Proportional linear relationship between arousal and performance
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16
Q

Dominant responses of elite and novices

A

Elite- dominant is correct as they are in autonomous stage of learning even with high arousal
Novice- dominant usually incorrect as they are in cognitive stage of learning and can’t handle arousal, -ve linear relationship

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17
Q

Inverted U

A
  • Optimal performance is reached with optimal level of arousal
  • But decreases with any further increase of arousal
  • Doesn’t consider individuality
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18
Q

Hardy & Fazey Catastrophe theory

A
  • Increase in arousal outside of comfort zone causes anxiety
  • Non-linear relationship between anxiety and performance
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19
Q

Cognitive anxiety CATA

A
  • Worries of performance, psychological
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20
Q

Somatic anxiety CATA

A
  • Worries of performing skills correctly
21
Q

Levitt anxiety

A
  • Feeling of apprehension and heightened psych arousal
  • Often associated with fear, worries and doubts
22
Q

Somatic anxiety

A
  • Phys response to a sitch where performer cant cope
23
Q

Cognitive anxiety

A
  • Psych response to a sitch
  • Apprehension and nervousness
24
Q

Behavioral anxiety

A
  • Feelings that lead to certain patterns of behavior
25
Spielberger anxiety
Trait- innate State- result of environment
26
ZoF
- If performer has preferred level of anxiety and arousal, best performance - Any less or more causes hinderances
27
Choking
- Sudden decrease in performance due to anxiety
28
Cognitive stress management
- +ve self talk - Eliminate -ve self talk - Rational thinking - Mindfulness, concentrate on present - Mental rehearsal - Imagery - Goal setting
29
Somatic stress management
- Progressive muscular relaxation - Breathing control - Centring technique - Biofeedback, using physiological tech - Pre-game routines
30
Baron aggression
- Any behavior directed to harm or injure - Another who is motivated to avoid such treatment
31
Assertion
- Forceful behavior that is controlled - And within laws of the game
32
Hostile aggression
-Aggressive behavior that crosses the rules of a game - To cause harm
33
Channelled aggression
- No intention to harm - Within rules of the game
34
Reactive aggression
Hostile but a reaction towards other aggressive acts
35
Instrumental aggression
- Aggressive within rules - Still cause harm
36
Freud and Lorenz Instinct theory
- Aggression is genetically inherited - Biologically predisposed to be dominant through aggression
37
Banduras social learning theory
- Aggression is based on observations - Leads to mimicking of actions
38
Dollard Frustration Aggression hypothesis
- Aggression occurs when a goal is blocked to succeed - Emotional catharsis due to build up of frustration
39
Causes of aggression
- Nature of game - Hostile crowds - Frustration - Rivalry - Reaction - No morals - Win at all costs attitude - Bracketed morality-- morals vary with environment
40
Reduction of aggression
- Punishments - Non aggressive role models - Change position - Implement stress management - +ve reinforcement for non-aggressive - Change views or aggressor - Rewards for fair play
41
Positive motivation
- Performance is driven by reinforcing behaviors
42
Maehr & Zusho motivation
- Process that influences initiation, direction, magnitude & intensity, perceverance, continuation - And quality of a goal-directed behavior
43
Negative motivation
- Drive and improvement out of fear of not performing well
44
Woods motivation
- What drives us to do things - What makes us do things
45
Atkinson & McClelland Achievement motivation and 2 dimensions
- Achievement comes from individuals personality - And its their motiv to strive for success - Links personality and comp - Naf NaCH
46
Mastery goals
- Set targets for improvement in performance - Focus on mastering a task
47
Outcome goals
- Motivated by winning
48
Socially approved goals
- Improve weaknesses in performance - Seek external approval & reinforcement to increase motiv
49
Task orientated goals
- Desire to win - Perfecting certain tasks within a performance to improve overall performance