sociocultural Flashcards
1
Q
tajfel (1971)
aim
A
- investigate how even minimal groups effect behaviour
2
Q
tajfel (1971)
procedure
A
- british schoolboys were randomly divided into groups
- after playing competitive games participants had the opportunity to divide money or points to members of each group
3
Q
tajfel (1971)
results
A
- majority of boys gave more money/points to members of their own group
- wanted to maximize the difference between the groups to their own benefit
- would accept less money for their group if the other group had even less money
- rated their own group members as more likeable
4
Q
tajfel (1971)
conclusion
A
- supports social identity theory
- even random meaningless groups impact our behaviour
5
Q
tajfel (1971)
evaluation
A
- teenage boys known to be competitive, not generalizable
- could have had demand characteristics if they felt the aim was to get the most money possible
6
Q
bandura (1961)
aim
A
- investigate whether aggression can be learned by observing others
7
Q
bandura (1961)
procedure
A
- performed on 3 groups of uk kindergarteners
- children were first rated on how aggressive they tended to be and matched to be in a group with the same average rating
- group 1 saw adult behaving aggressively to “bobo doll”, hitting kicking and smashing
- group 2 saw adult assembling toys
- group 3 was the control and they saw no model
- after children were taken into a room one at a time with the doll and their behaviour was observed
8
Q
bandura (1961)
results
A
- group 1 (seen the aggressive model) more likely to behave aggressively towards the doll imitating the model
- boys were more likely to be more aggressive if the model was a man than a woman
9
Q
bandura (1961)
conclusion
A
- supports social cognitive theory, behaviour can be learned by observing and imitating others and with identification with the model
10
Q
bandura (1961)
evaluation
A
- casual relationship between variables
- demand characteristics, hitting the doll because they thought they were supposed too
- low ecological validity, doll = real person ?
- limited generalizability to other age groups
11
Q
konijn et al (2007)
aim
A
- investigate whether or not violent video games are likely to increase aggression when players identify with violent video game characters
12
Q
konijn et al (2007)
procedure
A
- dutch boys, low education ability
- random realistic/fantasy, violent/non violent
- fake partner employed by kojin to behave certain way
- winner blast the loser loud noise in headphones, aggression
- told high noise cause permanent hearing damage
13
Q
konijn et al (2007)
results
A
- most aggressive, played violent game
- used permanent hearing damage sound levels even though unprovoked
14
Q
konijn et al (2007)
conclusion
A
- identifying with violent video game characters makes players more aggressive
15
Q
konijn et al (2007)
evaluation
A
- teenage boys, not generalizable
- replicable
- low ecological validity, punishment