PSYCH 3723 WEEK 6 Flashcards

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1
Q

Berlyne’s Two Factor Model

A

suggests that habituation and boredom play key roles in the mere exposure effect. Habituation occurs as people become accustomed to stimuli, reducing the initial negative reactions and leading to increased liking. On the other hand, boredom sets in over time with repeated exposure, causing negative reactions.

Habituation: Initially, when we encounter something new, there might be a sense of novelty that triggers a slight negative reaction or caution. However, with repeated exposure, we become accustomed to the stimulus, and the negative reaction diminishes. This habituation process leads to an increase in liking or preference for the stimulus.

Boredom: On the other hand, as exposure continues over time, there’s a risk of becoming bored with the stimulus. When something becomes overly familiar or repetitive, it can lead to a decrease in interest or liking, potentially reversing the positive effects of habituation.

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2
Q

Mere Exposure and by who

A

Mere exposure, introduced by Robert Zajonc in 1968, the notion that the more we are exposed to an attitude object, the more we tend to like it

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3
Q

Perceptual Fluency:

A

the ease with which information is processed; greater ease represents
greater fluency

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4
Q

Emotion learning

A

associate feelings with an object based on our experiences with it.

Let’s say you go to a theme park with your friends and have a fantastic time riding roller coasters, playing games, and eating delicious snacks. Throughout the day, you feel excitement, joy, and happiness.

Now, every time you think about going to that theme park or see its advertisements, you associate it with those positive emotions you felt during your visit.

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5
Q

Evaluative Conditioning

A

It’s when we learn to like or dislike something because it’s paired with something else that makes us feel good or bad.

Imagine every time you eat your favorite candy, someone plays your favorite song. After a while, you start to feel happy whenever you hear that song because it reminds you of eating your favorite candy.

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6
Q

Behavioral Conditioning

A

when you learn to do or not do something based on what happens after you do it.

If every time you clean your room, your parents give you a reward like extra playtime, you’ll probably clean your room more often because you like the reward.

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7
Q

Observational Conditioning

A

It’s when we learn by watching others and seeing what happens to them.

Let’s say your little brother touches something hot and burns himself. You see this and learn not to touch hot things because you don’t want to get burned like he did.

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8
Q

Mood Congruence Effect

A

Expressing attitudes that match how you feel at the moment.

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9
Q

Classical conditioning

A

Learning by repeatedly connecting a trigger with a natural response, like salivating when you smell food.

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10
Q

conditioned stimulus

A

A trigger paired with something else that creates a feeling, like a bell ringing before dinner makes you hungry

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11
Q

Demand characteristics

A

Features of a study that hint at what’s being tested, affecting how participants act.

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12
Q

Exposure (evaluative) conditioning

A

Showing something with a feeling attached, like seeing a logo with positive music.

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13
Q

Habituation

A

Getting used to something after seeing it often, like not jumping at loud noises after living in a noisy city.

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14
Q

Hedonic Contingency Model and who

A

petty

It suggests that when happy, people pay attention to messages that keep them feeling good.

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15
Q

Incidental affect

A

Feeling influenced by a mood that’s not directly related to what’s being thought about

Imagine you’re feeling frustrated because you had a disagreement with a friend earlier in the day. Later, you go to the grocery store to do your shopping. Despite the fact that the grocery shopping task has nothing to do with the disagreement you had, your frustration from the earlier argument might influence your shopping behavior. You might find yourself less patient etc

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16
Q

Integral affect

A

Emotions directly tied to what’s being considered, like feeling excited about a new video game.

17
Q

Mood-as-bias

A

The idea that your mood can affect how you process information.

18
Q

Mood-as-cue perspective

A

The thought that mood can guide how you cue feel about things.

19
Q

Mood-as-goal perspective

A

Wanting to keep or achieve a particular mood when thinking about related things.

20
Q

Mood-as-information perspective

A

Using your mood to help decide how you feel about something.

21
Q

Mood-as-resource perspective

A

Feeling positive gives you energy to consider views that oppose yours.

22
Q

Mood-congruent expectancies approach

A

Expecting certain information to be processed more deeply based on your mood.

23
Q

Overjustification effect

A

When rewards make an activity less enjoyable

24
Q

Tolerance for ambiguity

A

How comfortable someone is with unclear or unknown things.

25
Q

Unconditioned stimulus

A

Something that naturally triggers a response, like food making you feel hungry.