Roles, HA, Why Groups, and Team Culture Flashcards

1
Q

What is culture

A

Culture is a shared basic assumption that is learned by solving problems of external adaptation and internal integration that are valid and work well enough to be taught to new members of the group as the correct way to think, perceive, and act

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

3 Levels of Culture

A

Edgar Stein

1-artifacts
the tangible and visible norms and behaviours

2 -values
the shared principles and standards and goals that guide decision making

3- basic assumptions
the deeply held beliefs and ssumptions on how to think and react to certain situations and how to hold themselves in public

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Culture must be

A

shared value by majority of the group
passed down through generations
shapes behaviour and perceptions

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Why does culture matter/important? (SEGR)

A
  • strongest asset or greatest liability
  • effective control mechanism to direct player behaviour
  • good culture can improve team performance
  • rare culture can give a competitive advantage
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

3 Types of Culture

A

outcome-oriented - achievement, results and hitting goals culture
person-oriented - respectful, fair and supprotive culture
stable culture- predictable and rule-oriented

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

4 Benefits of Team Culture (GRMS)

A
  • gives a sense of identity, which increases commitment to the team
    -reinforces values
  • mechanism to shape behaviour
  • sense-making device
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

4 functions of Culture

A
  1. manage change
    - how players adapt to changing environments, letting them believe they can change their environment
  2. achieve goals
    - aligned goals facilitate achievement
  3. coordinate teamwork
    - long term survival depends on how efforts are coordinated and tied together (all in this together)
  4. build strong culture (Stability)
    - if culture is stong it will boost the stability (Captain)
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Research on Team Culture

A

Found 3 core values

relationship values - trust through relationships
strategic values - stats to motivate players
behaviour values - hard work and discipline

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

how to change core values

A

recruit properly
reward and punishment
teach core values
(meainng model it, assign it, technology it)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

A role definition

A

a role arises from a combined influence of the indivudals
position, status, and assigned or assumed responsiblities in a group

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Roles are based on two

A

function and formality

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

role based on function

A

task role and social role

task - enforcer
social - comedian

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

role based on formaility

A

formal role and informal role

formal - captain
informal - unsung hero

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

role ambiguiity

A

the level of unclarity to which a person does not understand their role

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Role Ambiguity Model

A

RA
Offence/Defense
Scope of Responsibilities: knowledge of the extent of responsibilities
Behaviours to Fulfill responsibilities: knowledge of behaviours required
Evaluation of Performance: knowledge of how performance is evaluated
Consequences with no fulfilling responsibilities: punishments and frustrations associated with poor role performance

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q
A
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Three interventions to decrease Role Ambiguity (INcrease ROle CLarity)

A

In order for TODD

  1. Coach and Athlete Interviews
    - coahc lays ou twhats required of athlete athlete lays out what they believe is required of them and how they percieve the what the caoch is asking of them
    - clarity given
  2. Role clarity thorugh Teammates
    - paper that says “ in order for team to succe x msu”

consultatn gets the papers back and tells the palyers the information that their teamates are saying about the,

  1. Establish Role aLArity throguh public statement
  • players stanad innfront of the team discussing what they believe their role is and others roles
  • disvussion to ensue , for clairty, ammending, or dispution

coach has final say

  • need to t be mature and supportive
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

when RA was high

A

coach rated performance was low

and role acceptance low

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
18
Q

when role clarity and acceptance was high

A

team cohesion was high

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
19
Q

RA during season

A

high during the beginning of the season and low during the later stages of the season

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
20
Q

Non Starters RA

A

Non starters have a greater RA than starters beucase they dont get the time or ability to show that they know their role(carry out their role)

21
Q

Training and Feedback

A

Traiing and Feedback was looked at to see if ti would help decreaase role ambiguity in non starters

found that only trainign helped increase clarity/derease ambiguity in no starter. and only offense

22
Q

Hypothesis about Task Cohesion adn Role Task Efficacy and RA

A

Assumed that when role ambiguity was high that role task efficacy and task cohesion would be low

23
Q

fidnings baout the Hypthesiss

A

role task efficacy was low when RA was high in only 1 dimnesion (SoR) Defense Only

task cohesion was down when RA was high in only 1 dimension (SoR)

RTE for offense negatibvely related in males for 2/4 dimesnions (EoP and Consequences

RTE for offense only one dimesnion was negatively related for women ( evaluation of performacne)

24
Q

What is home advantage

A

teams win more than 50% of their games at home

25
Q

home advantage is just as important as

A

team quality

26
Q

Group Territortality

A

increased test in soccer nd volleyball players before a game

27
Q

HA strongest when

A

rivalries

28
Q

Overall win percentage in HA

A

60.4%

29
Q

Greatest differene in sports that see HA

A

soccer number 1 baseball 10

30
Q

HA exists regardless of

A

type of game
sport
level of competition

31
Q

Winter Olypmics

A

all except for Turin, Italy, medalled at home (2006)

32
Q

HA Model

A

Game lOcation
Game Loacation factors
-crowd
-travel
-rules
-learning
Critical Psychological/Phyisological States
Critical Behavioural States
Performacne Outcomes

33
Q

Rules of HA model

A

found that batting first doesn’t matter

scocer penalty kicks wins increased with HA

Hockey - HA decreases as time goes on
regulation overtime to a shootout

34
Q

Travel for HA Model

A
  • positive associsation with distance travelled and HA
  • every time zone crossed increase HA win points of home team by 0.5 points
  • each 1000m of altitude increase points by 0.12

Hockey - increase time zones and decrease time between games = increase HA

35
Q

Crowd with HA Model

A

Soccer - derby games both teams hada HA but it was as substantial because it got rid of the travel and familairty facctors that give advantasge

Soccer - corwd proximity and size matter to increase HA ( track 56% no track 60% HA

Hockey 0- only crowd density matter to increse HA

36
Q

Learning/ Facility Familiarity with HA Model

A

10% HA with domed stadium 7% without domed stadium

Moving stadiums hockey soccer and basektablle

prior to move - 58
after move 53 and after 10 games back to 58 %

better teams lost more, but low-quality teams increased HA because it was a fresh start ( team quality shows to be a moderator )

37
Q

Most advantageous factor for HA

A

Facility Familiarity

38
Q

A grooup is defined as

A

cmiss

common fate - effects one effects all
mutual benefit - existing as a part of the group is rewardiong
interaction - must interact with each other
social structure - defined roled and shared expectations
self-categorization - perceived to be in the same social category

39
Q

not a group

A

statistical groupinhg - 20 year olds
unorganized grouping - crowd
social unit united way
subculture French Canadian
associsation nba oua

40
Q

Deindicudialisation

A

decrease in self regulation
increase in emotional arousal
new situation
sensory overload

Leads to

decrease in self awearness
decreaes in self monitoring
reliance on group norms
reliance on reinforcement

casuses atypical behaviour like

irrational
emotional
impulsive

41
Q

Coaches CPF

A
  • coaches are more defenise on away gaems
  • no difference in mood

increase in confidence at home and defensiveness on the road

42
Q

competitior CPF

A

decrease bad moods

increase vigor and aslef confidence at home

43
Q

Officials as apart of the HA Model

A

Referees give out more yellow cards to the visiting team

Hockey has no bias; both teams get two missed calls a game

44
Q

Group Think 8

A

ICBSPSSE

I Can Bake Some Pies So She Eats

Illusions of invulnerability
Collective effort to rationalize
Belief in inherent mortality
Stereotypical view of pop
Pressures to Conform
Self-Censorship of Ideas
shared illusion of unanimity
Emergence of mindguards

45
Q

Reductionism

A

a group is just its individual members

a collection of individuals

46
Q

Individualism

A

only individuals can have real thought, emotion, belief etc, not the group (A group cant have a belief only a person)

47
Q

Emergent Properties

A

interactions occur in a group but cannot be analyzed at the individual level

48
Q

Why are groups important?

A

their sheer number
their prevalence in sport
the fact that they are a fundamental human need (Affiliate)
their influence on behaviour

49
Q
A