week 4 - technology & the social world Flashcards
What is Technology?
technology is an artefact developed by humans used to extend human abilities
explain the 2 types of technology?
- Practical technologies: these are used to act on the material world directly (i.e. shovels)
- cognitive technologies: used to act on the mind, self, or other. they change what is recalled, thought, or experiences (i.e. notebooks as a memory aid, films, telephones, postal system, libraries)
What is language and what does it do?
- language is a form of cognition
- language enables us to manipulate the attentions of others and their actions
- also can influence our own thoughts & actions through inner dialogue
- e.g. young children solve problems better when they are allowed to talk to themselves
- self talk enables us to plan complex sequences of behaviour, remain focused on the task and overcome problems
What is writing, and why is the development of writing important?
- 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, this writing is essential to coordinating large groups of people
- mass printing enabled people to have direct relationships with religion (i.e. via the bibe rather than oral tradition)
What are possible selves?
Markus & 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 negative future selves can create fears and threats
What is storytelling as a technology?
“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)
- storytelling is a key technology that underscores novels, films, videogames etc
- these technologies allow us to explore alternative worlds and versions of the self
What are fairytales as a technology?
- fairytales evolve through many generations passing through cultural and psychological constraints
- they usually involve an inversion of power structures of society
- this provides a welcome affirmation of the way the world should be in contrast to the way the world is
- in fairytales, the harsh injustices of the world of reality are rectified
What are avatars as a technology?
- digital technologies have transformed the internet from an ‘information highway’ to a ‘globally shared playground and workspace’
- this has led to the emergence of the “virtual self” known as an avatar:
- these are a virtual representation of a user within the environment which is under their 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).
- avatars can be 2D (e.g. chatroom) or 3D (e.g. videogames)
what are virtual worlds?
- virtual worlds have grown in popularity and complexity, with varying degrees of possibilities for imagination
- e.g. MMORPGs emphasise fantasy role play where users collaborate to achieve goals and overcome obstacles (e.g. world of warcraft)
- e.g. self-determined worlds (virtual environments built by users) have no preorganised purpose or structure for engagement, but enable imagination around architecture, landscaping, and roleplay (e.g. minecraft)
how do avatars relate to the self?
- avatars enable users access to experience 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
what is the Proteus Effect (Yee & Bailenson, 2007)
Built from self perception theory (Bem, 1972) that says people infer their own attitudes and beliefs from observing their own behaviour
- this same process can apply to observing one’s own avatar
- Proteus effect: users infer from their avatar’s appearance , explectations around attitudes and behaviour, and then conform to these expectations
Explain Yee & Bailenson’s (2007) Proteus effect experiment procedure and method
2 studies examining individual behaviour conforms to digital self-representation ((1) attractiveness and (2) height)
Method:
- 50 undergad participants took part in the height study
- participants were paired with a confederate of the opposite sex and informed that the study was investigating interactions in virtual environments
- interactions took place in a room with the same dimensions as the virtual room
- participants randomly given an avatar that was 10cm taller, shorter, or the same height as the confederate
- a virtual mirror behind the participant showed them their virtual height
- participants had to play an ultimatum game in four rounds, i.e. agree to split $100 between them, with the person deciding the split alternating
Procedure:
- confederate instructed to always accept the split so 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 & R3, and did they negotiate an unfair split in R4
Explain Yee & Bailenson’s (2007) Proteus effect experiment results
- the first split was unaffected by condition
- however, by the second split, participants in the tall group split the money significantly more in their own favour than the participants in the short group
- participants in the short condition were twice as likely to accept their unfair offer (72%) as the participants in the tall condition (38%)
- thus, the height of avatars inpacted how confident the participant behaved
Briefly explain Yee & Bailenson’s (2009) follow up study on the proteus effect
- follow up study examined the same phenomenon (impact of avatar height and attractiveness) using characters from world of warcraft (WoW)
- both height 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
What does Birchmeier et al., (2011) believe about social psychology theories and the impact of technology on them?
- argue that existing social psychological theories already account for many of the psychological phenomena that take place via digital psychology
- online interactions have some unique properties compared with physical interactions:
- anonymity, choice, no geographical constrains, no time constraints
- but the social processes observed are the same
- impression formation, relationship development, group dynamics, ostracism