Week 8: helping and harming Flashcards

1
Q

interpersonal helping

define:
1. prosocial behaviour

  1. altruism
  2. egoism

=> coperation
= compare to prosocial behaviour

A
  1. behaviour intended to help someone else
    - > making it easier for someone to do something by offering services/resources
  2. prosocial behaviour without any prospect of personal rewards
  3. behaviour motivated by the desire to obtain personal rewards
    > incl. positive feelings about having helped

=> operation = 2 or more people working together toward a common goal
= pro social = 1 person helping another

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2
Q

when do people help

  1. need (3)
A

Helper needs to perceive that the recipient needs help

  1. facilitated by attention
  2. hindered by distraction
  3. ambiguity of the situation makes this unclear

= often look to others’ reactions to reduce ambiguity

  • > ‘smoke-filled room experiment’
  • > 75% act alone
  • > 10% act in the presence of others
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3
Q

When do people help

  1. deservingness (2)
A
  1. Helper needs to believe that the recipient deserves help
    - > factors that influence:
    • depends on relationship context (patterns of exchange norms)
      > CS = need
      > EM = reciprocity (only help if they have helped you in the past)
  • attributions of recipient responsibility
    > have they brought it on themselves
    e.g. homeless people
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4
Q

when do people help

recipient attributes (2)

-> small, loewenstein and slovic

A
    • identity
      > ingroup vs outgroup
    • identifiability of victim
      > identifiable victim effect: tendency to offer greater help to specific, identifiable victims
STUDY
-> participants given 2 descriptions 
-> 1: general (large numbers of anonymous/statistical people)
-> 2: specific (about 1 person)
= gave more money specific example 

=specific condition evokes empathy which drives charitable giving

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5
Q

when do people help

helper attributes (2)

-> Greitemayer and Osswald
helping, prosocial game

A
  1. individual differences
    - > agreeableness
  2. helping on the mind?
    Greitemayer and Osswald
  • > pro social video game vs control game
  • > given the opportunity to help (experimenter knocks pencils on floor)

= pro-social game + pro-sosical thoughts = .6

= pro-social game + number of pencils picked up =.49

= more prosocial thoughts reported, more pencils picked up

THOUGHT ACCESSIBILITY makes a difference here

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6
Q

when do people help

  1. situational and social factors

“do I need to help?”
> bystander effect: Darley and Latane

A
  1. social inhibition of helping:
    bystander effect
  • > speaking via intercom other people
  • > either speaking to 1, 2 or 5 others
  • > someone has a seizure

= number of other people who could possibly help makes a difference that an individual will actually help

  • > 1 other person: 100% do something
  • > 2 others present: 80% do something
  • > 5 others: 60% do something

= presence of bystanders decreases the likelihood of an individual helping
= Diffusion of responsibility:
> presence of others diminishes the individual’s feeling of responsibility for action

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7
Q

when do people help

  1. situational and social factors

“Is help expected”
Shotland and Straw

A

norm or privacy
-> when help should be offered

  • > staged interaction in street (man aggressing against a woman)
  • > woman either says “I don’t know you” or “I don’t know why I married you”

65% intervene = strangers
19% intervene = married

= norms on intervening
= power of norms/expectations on helping

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8
Q

when do people help

  1. situational and social factors

“do I have time”
Good samaritan study:
Darley and Batson

A
  • > seminary students (studying for priesthood)
  • > told to prepare a talk
  • > either 1. on jobs or 2. good samaritan parabole (brings to mind helping)
  • > either ‘hurry’ vs ‘intermediate hurry’ vs control condition
  • > person who needed help in alleyway

= control 63% helped
= intermediate 43% helped
= hurry 10% helped

-> content of the talk didn’t matter, only how rushed they were

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9
Q

why do people help?

-> is all helping selfish?
“warm glow of giving”: Dunn

A

-> $5 or $20 spend on yourself or others

> spending on others increases happiness

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10
Q

why do people help?

  1. The egoist account: the negative-state relief model
  2. evidence for egoism: Cialdini, Darby and Vincent
  3. Harris
A
  1. more likely to help when someone is feeling bad
  • > most people don’t like watching other’s suffering
  • > help to reduce that negative aversive state
    • > induced negative emotional state: cause or witness suffering
    • > knock papers off the table or observed someone else knock them off
    • > either praised (incentive) to relieve negative state and others weren’t
    • > opportunity to help another

= helping was greater for participants who experienced a negative state (either witnessed or caused suffering) that was not removed prior to helping opportunity

= helping is greater when one has a negative state that needs to be relieved

    • > approached people who were about to go to confession
    • > approached before in (before sins confessed) or after (relieved of guilt)
    • > asked for donations

= people more likely to give donations before entering (before the negative state is relieved)

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11
Q

why do people help?

The alturist
-> do people help regardless of personal rewards and costs?

Empathy-alturism model (2)

A

when seeing someone suffer either:

  1. helping if no other way of reducing aversive state is available = egoistic helping
  2. empathetic concern: compassion, concern, warmth
    -> helping regardless of other means of reducing adverse state
    = altruistic helping
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12
Q

why do people help?

The altruist

Batson et al

A
  • > watch someone doing a learning task
  • > learning is shocked when getting things wrong
  • > she conveys suffering
  • > will the participant offer to take her place or not?
  • > conditions 1. presented the learner as similar to the observer or 2. different
  • > ease of escape: observer only needs to watch 2 trials vs need to sit and watch all the trials
NO EMPATHY (only personal distress) 
easy escape = they don't help; they escape 
escape is hard = they help (60%) 

EMPATHY
both easy and hard escape = they help regardless (90%)

= those who feel empathy help regardless if there is an easy alternative way of reducing aversive states

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13
Q

how to increase helping

A
  1. reduce ambiguity
  2. teach and activate prosocial norms
  3. infuse, don’t diffuse responsibility
  4. promote identification with those who need help
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14
Q

what kind of help do we want to promote?

  1. dependency-oriented help
  2. autonomy-related help
  3. Alvarez and Van Leeuwen
A
  1. provides one with full solution
    > but limited knowledge/tools for future problem solving
  2. enables one to independently solve problems
    > provides tools to help solve future problem solving

= participants generally prefer autonomy-related help
BUT

  1. -> problem-solving task
    - > help from either a student or teacher
    - > autonomy help = giving hints or dependency = giving answers

= autonomy related help was judged to be better than oriented help regardless of who it came from
BUT
when asking recipients to judge the helper:

autonomy help from expert
= feel respect, trust and less anger

autonomy help from peer
= less respect, less trust and angrier

= autonomy related help, in general, makes one feel good and empowered BUT it also depends on who is giving the help

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15
Q

what is aggression?

  1. instrumental
  2. hostile
A

behaviour intended to harm another

  1. aggression used as a means to an end
  2. driven by anger (at insult, disrespect or threat)
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16
Q
  1. who aggresses?

2. aggressive cultures?

A
  1. men>women
  2. cultures of honour
    > norms of aggression in certain circumstances
    > men should be tough in response to insult/threat

= enforce one’s rights, protect family and possessions
= these reputations serve as a deterrent

= especially in places in which institutions (police) aren’t effective

17
Q

Cultures of honour
> southern USA and honour culture:
Cohen, nisbett, Bowddle and Schwarz

  1. study 1: bump and insult
  2. study 2: distance and non-verbal aggression
A
    • > responses to insults amongst people from southern and northern American participants
    • > staged insult: confederate bumps and call participant “asshole”

emotional responses to insult
= south more likely to respond with anger than amusement

    • > after, a different confederate walks down a hallway near the participant
    • > how closely the participant came to the confederate was measured

= when insulted, southern participants pass more closely to the confederate (sign of non-verbal aggression)

    • > handshake with another confederate
    • > how firm

= when insulted, stronger handshake (dominance/ non-verbal aggression)

= cultures of honour, when insulted they are more likely to respond with aggressive tendencies

18
Q

frustration-aggression hypothesis

  1. define frustration
  2. Dollard et al hypothesis
  3. Berkowitz
A

people aggress when they are frustrated

  1. frustration: follows blocking an important goal
  2. frustration inevitably triggers aggression
  3. it’s not goal blockage, but negative feelings/arousal that arises (that can arise from goal blockage)
19
Q

cues to aggression

  1. weapons priming effect: Anderson, Benjamin and Bartholow
A

-> aspects of environment linked to aggression can activate thoughts of aggression

  1. seeing a gun -> activation spreads to related concepts
    = seeing a gun can trigger aggressive thoughts
  • > participants computer task
  • > weapon name shown, followed by a word either aggressive or non-aggressive

weapon followed by aggressive word = faster RT

= more accessible a concept is the more likely it is to influence behaviour

20
Q

social learning

  1. aggressive role models
  2. video games: Anderson and Dill
A
  1. can increase aggression
  2. -> play violent or non-violent video game
    - > accessibility of aggressive thoughts measured =(processing aggressive/non-aggressive thoughts - accessibility)
    - > aggressive behaviour measured = competitive RT task: playing a competitive game against another participant (actually a computer)
    - > if lost a race on a trial the received a noise blast from opponent
    - > if won they set the level of the noise blast sent to the opponent

= exposure to violent video games increases aggressive behaviour
-> higher intensity noise blasts were delivered to opponent

= playing violent video games increases the accessibility of aggressive thoughts which accounts for the effect of the video gameplay on aggressive behaviour

21
Q

superficial and deep processing (aggressiveness)

-> factors that impair deep processing

> Taylor, Gammon and Capasso

A

initial automatic aggressive tendencies can be overcome by deeper processing

aggressive thoughts/tendencies more likely to translate into behaviour due to:
- arousal
- time pressure
- alcohol
> set shock level to opponent when won a task
> in the task some participants believed their opponent was kind and didn’t want to hurt others (i.e. posed no threat)
> no threat: alcohol or not, no difference
> threat: shocks especially higher when alcohol is involved

= when under threat, alcohol can influence the likelihood of aggressive behaviour
= increases the extent to which aggressive tendencies will occur

= when processing superficially due to time pressures, alcohol or arousal, more likely that any automatic aggressive thoughts/tendencies will influence behaviour

22
Q

General aggression model

> Anderson & Bushman

A

personal variables
- e.g. high N, low C
+ situational variables
- violent media, cues (weapons)

->

influence the internal state: affection
cognition
arousal
(aggressive or not aggressive)

->

appraisal and decision processes
(deep or superficial)
- arousal, time pressure and alcohol

->

behaviour
(aggressive or not aggressive)

23
Q

Reducing aggression

  1. what doesn’t work
  2. -> Bushman
A
  1. Catharsis/venting
    -> vent anger = decreases the likelihood of it taking aggressive form
    BUT
    -> it doesn’t work
  2. -> write essay
    - > hash negative feedback = induction of anger via insult
    - > either: hit a punching bag or sitting quietly
    - > punching bag condition: either ruminate or distraction (think about something else)
    - > RT task with noise blast

= control = low levels of condition
= distraction = higher levels
= rumination = highest levels

venting = increases aggression, especially when accompanied by runimation

24
Q

Reducing aggression

what works?

a) self-distancing
Mischkowski

b) increase empathy
Feschb ack and Seymour

A
  1. promoting norms of non-aggression (changing role models)
    > pro social video games
  2. minimising cues (undermining cues)
    > environmental cues
  3. cognitive re-appraisal / reinterpreting a negative action/insult

a) self distancing:
-> participants provoked
-> reflect on provocation
either
1. control
2. first person: imagine it again, emerge the self
3. self-distancing: imagine it from a third-person perspective
-> measure: implicit - word completion task e.g. M_D -> frequency of aggression relevant completions = accessibility of aggressive thoughts

=control and self-immersion = high accessibility of aggressive thoughts
= self-distance = lower accessibility

anger

  • > self-distancing = less anger
  • > self-immersion = increased anger

b) increase empathy
- > teaching empathy to school students
- > decrease in playground aggression

25
Q

Aggression minimising strategies

what works?
Bushman

A

-> decrease accessibility of aggressive cognitions, arousal and negative effect

= delay, distraction, relaxation, incompatible responses
-> TARGET INTERNAL STATE (general aggression model)