Social Psych Exam 2 Flashcards

1
Q

Social Influence

A

how others’ comments/actions/presence change our attitudes, beliefs, feelings and behavior

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2
Q

Conformity

A

change in behavior, belief, attitudes as a result of real or imagined group pressure

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3
Q

Benefits of Conformity

A
  • Helps avoid conflict
  • Helps us learn from others
  • Helps us better navigate the world (conformity becomes so habitual we don’t even notice it)
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4
Q

Acceptance

A

Person’s outward behavior goes along w/ the group, and their internal opinion falls in line as well

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5
Q

Compliance

A

person’s outward behavior goes along w/ the group, but internal opinion remains unchanged
- reap reward
- avoid punishment

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6
Q

Autokinetic Effect

A

illusion that a stationary pinpoint of light
shown in a completely dark room actually moves (Sherif’s Studies of Norm Formation)

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7
Q

Factors increasing conformity

A
  • uniformity of agreement
  • cohesion (“we feeling”)
  • size of group
  • high status of group
  • expertise of group
  • low self-esteem of participant
  • collectivistic culture
  • Tightness (strong norms and little tolerance for deviance in culture)
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8
Q

Factors decreasing conformity

A
  • Anonymity of own response
  • high self-esteem of participant
  • prior commitment (public statement)
  • individualistic culture
  • Looseness (less strong norms and more tolerance for deviance in culture)
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9
Q

Normative influence

A
  • conforming for approval and acceptance
  • social norm information powerfully sways behavior
  • desire to be liked
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10
Q

Informational influence

A
  • conforming for information and direction
  • privately accept other’s opinions
  • more likely in ambiguous situations
  • desire to be correct
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11
Q

Obedience

A

Changing behavior because of explicit pressure from person of power

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12
Q

Processes involved in obedience

A
  • high status of authority figure and setting
  • belief that authority figure will be responsible
  • no clear-cut point for switching to disobedience
  • when harmful consequences become apparent, ‘in’ too deep
  • low empathy with victim
  • extreme uncertainty
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13
Q

Factors determine obedience

A
  • victim’s emotional distance
  • authority closeness and legitimacy
  • institutional authority
  • group influence
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14
Q

‘The banality of evil’ a 5-step social identity model of the development of collective hate

A
  1. Identification - creating a cohesive ingroup
  2. exclusion - placing targets outside the ingroup
  3. threat - the outgroup as endangering the enactment of ingroup identity
  4. virtue - representing the ingroup as (uniquely) good
  5. celebration - eulogizing inhumanity as the defense of virtue
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15
Q

conformity and obedience studies

A

Sherif: conformity in highly ambiguous situations (private)
Asch: conformity in non-ambiguous situations (public)
Milgram: obedience to authority (deeper look: boundaries and mechanisms)

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16
Q

Three types of social influence

A

conformity, obedience, compliance

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17
Q

Persuasion

A

process by which a message induces change in beliefs, attitudes, or behaviors

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18
Q

Aspects of persuasion

A
  1. the source
  2. the message
  3. the audience
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19
Q

persuasion: the source

A
  • credibility
  • attractiveness
  • certainty
  • identity (gender-women often scrutinized more, race, socioeconomic status)
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20
Q

persuasion: the method - 2 paths

A

central route [explicit attitude]:
- focus on arguments and information (assumes an attentive, active, critical, and thoughtful audience)
- high motivation and ability, more enduring change
–> issue is personally relevant
–> person is knowledgeable in domain
–> quality of argument
peripheral route [implicit attitudes]:
- influenced by incidental cues (relies of heuristics, cues that trigger automatic acceptance without much thinking)
- low motivation and ability, easy but temporary
–> not personally relevant
–> person is distracted or fatigued
–> message is incolplete or hard-to-comprehend
–> source attractiveness, fame, expertise
–> number and length of arguments
–> consensus

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21
Q

Identifiable victim effect

A

tendency to be more persuaded by the plight of a single, vivid individual than by more abstract aggregate of individuals

22
Q

Emotional innumeracy

A

people exhibit an emotional flatline to mass suffering

23
Q

Fear-arousing messages are more effective if they

A
  • make the individual feel frightened and vulnerable
  • make the fear-arousing event appear likely
  • offer a solution to avoid the feared event
  • make the solution appear doable
24
Q

counterarguments

A

reasons why a persuasive message might be wrong

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what is a group
two or more people who interact and influence one another (a perception of "us" vs "them")
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group cohesiveness
degree to which members of a group feel connected to one another
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purpose of groups
meet humans needs 1. affiliation 2. achieve 3. social identity 4. safety and security 5. meaningful information
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social facilitation
improved effort and individual performance in the presence of other -- only for simple or well-practiced tasks - individual goal -individual effort evaluated
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possible factors for arousal around others
- mere presence (produce social facilitation) - distraction - evaluation apprehension (produce social facilitation)
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social loafing
the tendency to exert less effort when working of a group task in which individual contribution cannot be monitored - common goal - individuals not accountable for effort To prevent: 1. difficult tasks 2. assess individual contributions --> avoid diffusion of responsibility 3. value the task --> reward individual contributions 4. group cohesiveness Why: process loss coordination loss decrease evaluation apprehension
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process loss
reduction of effort in groups from lack of motivation
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coordination loss
lack of cooperation and communication weakens group's effectiveness
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decrease evaluation apprehension
- participants believe they are evaluated only when acting alone - group situation decreases evaluation apprehension by diffusing responsibility across all group members
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Aggression
physical or verbal behavior intended to cause harm - physical aggression - social aggression - hostile aggression - instrumental aggression
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physical aggression
any behavior or act aimed at harming a person or animal or damaging physical property
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social aggression
social relationships and social status are used to damage reputations and inflict emotional harm on others, and centers on behaviors such as gossiping, ostracism, and threatening to end a friendship
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hostile aggression
impulsive, emotion-based intent to cause harm
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instrumental aggression
reasoned, purposeful intent to harm as a means to some other goal
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Theories of aggression
nurture - frustration-aggression hypothesis (relative deprivation) unjustified frustration --> anger + aggression cues --> aggression - sociocultural influences (social learning theory, culture of honor) Nature - biological influences
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Frustration
blocking of goal-directed behavior
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displacement
outgroup targets vulnerable
42
learned social behavior theory
we learn social behavior by observing and imitating and being rewarded, family influences
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culture of honor
perceive insult as threat to masculinity
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rape-prone societies
1. high levels of violence generally - history of frequent warfare - emphasis on machismo and male-toughness 2. women have unequal status - stereotypes and prejudice relegating women to lower status in society - women prevented from receiving education and participating in political decision-making
45
biological influences for aggression
- sympathetic nervous system reactivity (low resting heart rate) - brain influences (hypothalamus and amygdala) - genetic influences ( specific gene linked to aggression when provoked) - testosterone???
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aggression cues: weapons effect
mere presence of weapons increases aggressive thoughts and behaviors
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media influences: violence
viewing violence increases violence - especially among people with aggressive tendencies - especially when viewing an attractive person commit justified, realistic violence that goes unpunished and that shows no pain or harm to the victim
48
media affects cognition
- desensitization - social scripts (culturally provided mental instructions for how to act) - altered perception of reality (media portrayals of violence in crease perceptions of threat) - cognitive priming (viewing violence primes aggression-related ideas)
49
impacts of playing violent video games
* Increases in aggressive behaviors * Increases in aggressive thoughts * Increases in aggressive emotions (especially anger) * Increase blood pressure & heart rate * Habituation in the brain * Greater likelihood of carrying a weapon * Decreases in self-control and increases in antisocial behavior * Decreases in helping others and in empathy for others * Linked to dehumanization of others & self
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