week 4 - technology & the social world Flashcards

1
Q

What is Technology?

A

technology is an artefact developed by humans used to extend human abilities

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2
Q

explain the 2 types of technology?

A
  • 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)
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3
Q

What is language and what does it do?

A
  • 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
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4
Q

What is writing, and why is the development of writing important?

A
  • 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)
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5
Q

What are possible selves?

A

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

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6
Q

What is storytelling as a technology?

A

“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

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7
Q

What are fairytales as a technology?

A
  • 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
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8
Q

What are avatars as a technology?

A
  • 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)
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9
Q

what are virtual worlds?

A
  • 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)
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10
Q

how do avatars relate to the self?

A
  • 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
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11
Q

what is the Proteus Effect (Yee & Bailenson, 2007)

A

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

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12
Q

Explain Yee & Bailenson’s (2007) Proteus effect experiment procedure and method

A

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

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13
Q

Explain Yee & Bailenson’s (2007) Proteus effect experiment results

A
  • 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
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14
Q

Briefly explain Yee & Bailenson’s (2009) follow up study on the proteus effect

A
  • 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
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15
Q

What does Birchmeier et al., (2011) believe about social psychology theories and the impact of technology on them?

A
  • 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
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16
Q

What is Social Identity Theory (Tajfel & Turner, 1979)?

A

explains intergroup relations as a function of group-based self-definitions
individuals define their own identities regarding social groups, and such identifications work to protect and bolster self-identity
social identity is the aspect of a person’s self concept or inage that derive from the social categories they belong to

17
Q

What is the first stage of Social Identity Theory?

A

1. Interpersonal-intergroup continuum
- personal identity: characteristics that define us as individuals as distinct from other individuals (e.g. personality)
- social identity: the part of our self-concept corresponding to group memberships, and the value and emotional significant attached to those memberships
- personal and social identity are two extremes by which behaviour can be defined. in group situations, we shift from personal to social identity

18
Q

What are the 3 main parts of Social Identity Theory?

A
  1. Interpersonal-intergroup continuum
  2. positive self-esteem and intergroup differentiation
  3. group strategies to avoid negatively evaluated social identities
19
Q

What is the second stage of Social Identity Theory?

A

2. Positive self-esteem and intergroup differentiation
- central principle of SIT: people seek to maintain positive social identities
- to maintain or enhance their self-esteem, members of social groups will base their comparisons with relevant outgroups with which they can make a favourable comparison on behalf of the group
- social categorisation -> social identification -> social comparison

20
Q

What is the third stage of Social Identity Theory?

A

3. strategies to avoid negative social identities
- there is a possibility that groups to which one belongs may not satisfy the motivational principle of maintaining a positive self-esteem and intergroup differentiation
- members of the group avoid negatively evaluated social identity by:
1. individual mobility (e.g. leaving the group)
2. social creativity (e.g. changing the comparison)
3. social conflict (e.g. engaging in collective action)

21
Q

What caused Allport (1954) to develop The Contact Hypothesis?

A
  • background to theory: US Supreme Court ending segregation of black and white students
  • would contact between the 2 groups end ethnic prejudice and discrimination?
  • Allport though that the situation was more complicated than being resolved by mere contact alone. Casual contact would create anxiety leading to reinforcement of stereotypes
  • Allport developed a set of conditions that had to be met for in person contact to create a positive effect
22
Q

What are Allport’s conditions

A
  • equal status: contact must first take place between members of equal status
  • cooperation: rival groups must work towards a superordinate goal to reduce stereotypes
  • intimate contact: contact must not be superficial, it must allow members to really learn the other side
  • institutional support and willingness to participate: support from authorities builds positive social norms, and participants must want to interact, rather than being compelled
23
Q

How does Amichai-Hamburger (2008) apply Contact Hypothesis to online interactions?

A

Suggests that the internet can support Allport’s conditions
- equal status: cues to gague status differences are not readily available online
- cooperation: virtual workgroups have been shown to be very productive
- institutional support & willingness to participate: online interactions are easier to set up for institutions, and easier for people to volunteer and participate
- intimacy: argues that many interactions online can involve greater sharing of interests quickly

additionally to this:
- online participants have more control in how they present themselves, thus reducing anxiety around interactions
- online interactions are also argued to allow individuals to speak up in a group setting, showing more in-group nuance
- group norms are also argued to form quickly in online settings

24
Q

According to Graham (2008), how has the internet changed writing?

A

people don’t just read, they can respond via comment threads, and when you disagree, there is more to say

25
Q

what are Ad Hominem attacks?

A

when people attack the character of the person online instead of the argument they make
- Online forums quickly descend into ad hominem attacks, where people try to understand identity boundaries to boost their own legitimacy and undermine authenticity of outgroups
- Highlights that social psychological dynamics still dominate the way we use technology online

26
Q

How does online gaming cause positive pro-community effects?

A
  • there is a link between online gaming and positive pro-social bonding effects
  • social capital = “resources embedded in ties to others which can be leveraged for the individual benefit or the collective good”
  • gaming social capital leads to real world social capital. i.e. online friends are more likely to develop face-to-face connections as a result
27
Q

What is the Cyranic illusion?

A

The cyranic illusion is the tendency for people to perceive a cyranoid as a unified, autonomous person. A cyranoid is a hybrid persona created by combining the body of one person with speech generated by another

28
Q

What are Echoborgs (Corti & Gillespie, 2015)?

A

A human shadowing the speech of a chatbot

29
Q

What is the Turing test?

A
  • a measure of artificial intelligence based on human social intelligence
  • Chatbots: a computer programme designed to simulate conversations with human users
30
Q

Explain the conditions and results of Corti & Gillespie’s (2015) study on echoborgs

A

study 1
- condition: ps engage with a chatbot via either an echoborg or a human to conduct a turing test
- results: human shadowing increased life-like perceptions of the chatbot, but not the chances of passing a turing test

study 2
- conditions: ps engage with a chatbot via either an echoborg or a human to conduct a turing test, but Ps had to determine if there really was a chatbot or if just pretending to be one
- results: Ps engaging with an echoborg were more likely to perceive their interlocutor as a chatbot

study 3
- condition: Ps are blind to the presence of a chatbot
- results: majority of Ps did not sense a robotic interaction

31
Q

What is Uncanny Valley?

A

a term used to describe the sense of unease or revulsions towards robots that have human-like appearances and behaviour

32
Q

Why do we reject robotic entities that are trying to be human?

A
  • concerns around authenticity, transparency, privacy, motivations
  • concerns about the future (e.g. mass unemployment), control of decision-making
  • concerns about the extent to which AI makes us question our own identity of being human and intelligent
33
Q

How do Anderson & Dill (2000) show the link between video games and violence?

A
  • Study 1: (78 male, 148 female undergrads) found that real-life violent video game play was associated with aggressive behaviour and delinquency. stronger for men than women
  • study 2: (106 male, 104 female undergrads) laboratory exposure to a graphically violent video game increased aggressive thoughts and behaviour. stronger for men than women

videogames result in short term (laboratory aggression) and long term (delinquency) behaviours

34
Q

How do Beck et al. (2012) show the link between video games and aggression?

A

investigated violence against women in video games and attitudes towards women
- 110 participants, completed a rape myth acceptance survey, video game survey, and observation of GTA game
- degree of exposure to violent video games did not increase negative attitudes towards women
- however, there was an association between how violent games were and a significant increase in rape myth acceptance for male participants, but not female participants
- theorised that objectification of women leads to lower empathy/sympathy specifically for men

35
Q

What impact does technology have on education according to Dontre (2021)?

A

examined the detrimental effects of academic distraction via laptops, smartphones and social media use. such use has been exacerbated by online learning environments and covid-19 social distancing
- laptops can be beneficial for note-taking (resulting in greater depth through verbatim transcripts) but can also prevent deeper thought that paraphrases work. laptops can also disturb neighboring students
- Smartphones are associated with lower grades and increased anxiety and disruptive behaviours (e.g. texting in class) but offer benefits in terms of self-directed learning

36
Q
A