week 4 Flashcards
Define technology
Practical technologies: these are used to act on the material world directly
Cognitive technologies: these are used to act on the mind, self or other. They change what is recalled, thought or experienced
examples of cognitive technologies
Reference books, libraries, internet archives extend our ability to store information
Catalogues, databases internet search engines extend our ability to locate and recall information
Signalling systems, postal systems, radio, telephone, email, blogs, have furthered our ability to communicate information.
However, all these technologies are built on much older systems – technologies of cognition namely language and writing.
Language
Tomasello (1999, p.150) – “language is a form of cognition”
Language enables us to manipulate the attentions of others and their actions
But it also can influence our own thoughts and actions through inner dialogue.
E.g. young children solve problems better when they are allowed to talk to themselves (Fernyhough & Fradley, 2005)
Self-talk enables us to plan complex sequences of behaviour, remain focussed on the task and overcome problems.
Writing
Likely developed as a means to extend our capacity for memory and facilitate communication
Early written records mark time, record quantities, mark events and prompt narratives
Writing also enabled one person to speak to many people, thus writing is essential to coordinating large groups of people.
Mass printing enabled people to have a direct relationship with religion (i.e., via the bible and not mediated by a priest).
Possible selves
Self has an elaborate structure (see Week 2)
Markus and Nurius (1986) developed the concept of possible selves
People have an idea of what they would like to be, but also what they are afraid of becoming
e.g., ideal selves provide goals and hope,
but equally negative future selves can create fears and threats
Storytelling
cultural technologies can be conceptualised as intervening in our parallel and possible selves, enabling us to both vicariously live out an unactualized aspect of the self and to cultivate a new aspect of the self, which might become actualised in the future” (Gillespie et al., p.304)
Story telling is a key technology that underscores novels, films, video games etc.
These technologies allow us to explore alternative worlds and versions of the Self.
Fairy-tale
Fairytales evolve through many generations passing through cultural and psychological constraints
They usually involve an inversion of the power structures of society, e.g., paupers triumphing over kings and giants
This provides a welcome affirmation of the way the world should be in contrast to the way the world is.
In fairy-tale, the harsh injustices of the world of reality are rectified
Avatars
This has led to the emergence of the “virtual self” known as an avatar:
A graphical representation of a user within the environment which is under his or her direct control
“virtual self is the site of experimentation and imagination, as individuals interact with technology and each other to create new expressions and experiences for what it means to be a person” (Gillespie et al., 2018).
Virtual Worlds
Virtual worlds have grown in popularity and complexity, with varying degrees of possibilities for imagination.
For example, Massively Multiplayer Ongoing Role Playing Games (MMORPG) emphasise fantasy role play where users collaborate to achieve goals and overcome obstacles (e.g., World of Warcraft)
Self-determined worlds (virtual environments built by users) have no preorganised purpose or structure for engagement, but enable imagination around architecture, landscaping and role play (e.g., Minecraft)
Avatars and the self
Avatars enable users access to experiences with others and realisations of their own identity that are not necessarily possible otherwise
People can use avatars to construct a template for real life, to explore and try out aspects of personality and physical characteristics
It is a safe space for exploration due to anonymity of the user
Proteus effect
Self-perception theory (Bem, 1972) – people infer their own attitudes and beliefs from observing their own behaviour.
Can this same process apply to observing one’s own avatar?
Proteus effect (Yee & Bailenson, 2007): users infer from their avatar’s appearance expectations around attitudes and behaviour, and then conform to these expectations.
Procedure: Yee & Bailenson (2007)
Confederate instructed to always accept the split as long as it didn’t exceed $90 in favour of the participant
R1: P offers a split
R2: C offers a 50/50 split
R3: P offers a split
R4: C offers a 75/25 split in their favour
Measures: how much did P offer in R1 & 3, and did they negotiate unfair split in R4?
Results: Yee & Bailenson (2007)
The first split was unaffected by condition.
However, by the second split participants in the tall condition split the money significantly more in their own favour that participants in the short condition
And participants in the short condition were twice as likely to accept the unfair offer (72%) as participants in the tall condition (38%)
Thus, the height of avatars impacted how confident the participants behaved
Yee & Bailenson (2009) study 2
Follow up study examined the same phenomenon using characters from World of Warcraft (WoW).
Both heigh and attractiveness of the avatar were significant predictors of behaviour.
But also, behavioural changes from the virtual environment transferred to subsequent face-to-face interactions.
This shows that exploring alternative virtual selves can also change our own real and lived self-concept
Social psychology theory & the impact of technology
Birchmeier et al., (2011)
Argue that existing social psychological theories already account for many of the psychological phenomena that take place via digital technology.
Online interactions have some unique properties compared with physical interactions:
Anonymity / choice / no geographical constraints / no time constraints
But the social processes observed are the same:
Impression formation, relationship development, group dynamics, ostracism.