Social Psych + conditioning

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102 Terms

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★ Conformity

Social influence: changing behavior to match others.

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★ Normative influence

Going along with others to be accepted by the group.

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★ Informational influence

Going along with others because you assume they know more.

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★ Asch (1951)

~33% conformed to a wrong line answer; 98% correct in private, so normative influence.

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Group size effect (Asch)

Conformity rose up to about 3 confederates, then leveled off.

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Error size (Asch)

Did not matter; conformity was about equal.

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Wolosin et al. (1975)

People think they're driven by accuracy and others by conformity.

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★ Groupthink

Need for agreement leads to maladaptive group decisions (Challenger).

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★ Chameleon effect

Automatically mimicking others; we like people who mimic us (Chartrand & Bargh, 1999).

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★ Social learning

Learning by observation (Haun et al., 2014).

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Fein et al. (2007)

Removing crowd laughter lowered ratings of Reagan's debate performance.

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Conformity-boosting group traits

Experts, high status, similar members.

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★ Reference groups

Groups whose norms we adopt (Crandall, 1988 sorority study).

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★ Descriptive norms

What most people do.

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★ Injunctive norms

What people ought to do.

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Aronson & O'Leary (1983)

Short showers: sign <10%, one model 49%, two models 67%.

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Cialdini et al. (1990)

Littering 37% control vs. 7% after a model trashed the flyer.

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Goldstein et al. (2008)

"75% of guests in this room reused towels" beat "save energy" (49% vs. 16%).

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Cialdini (2003)

"Many visitors steal wood" sign increased theft (7.9% vs. 1.7%).

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★ Bystander effect

Less helping when others are present (Latané & Rodin: 70% alone vs. 20%).

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★ Diffusion of responsibility

More witnesses means each feels less responsible (Darley & Latané, 1968).

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Darley & Batson (1973)

Hurried seminary students helped less (Good Samaritan study).

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Piliavin et al. (1969)

Subway collapse got help 95% of the time; bystander number didn't matter.

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When bystanders intervene

Shared common fate, face-to-face, unambiguous emergencies.

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★ Pluralistic ignorance

Nobody privately supports a norm but everyone acts like they do.

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Schroeder & Prentice (1998)

Exposing drinking pluralistic ignorance cut drinking (3.01 vs. 5.05/week).

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The Boston Miracle

Kennedy et al. (2017): revealing gang members' real feelings cut youth homicide 63%.

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★ Mere exposure effect

We prefer things we're exposed to more (Zajonc, 1968).

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Mita et al. (1978)

People prefer their own mirror-image photo; friends prefer the regular one.

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★ Moderator

A variable Z on which the X→Y effect depends.

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Advertisement wear-out

Repeated exposure to something disliked increases dislike.

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★ Illusory-truth effect (reiteration effect)

Repeated statements are rated truer, regardless of truth (Hasher et al., 1977).

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★ Processing fluency / fluency heuristic

The easier info is to process, the more we believe it.

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★ Heuristic

A mental shortcut, used automatically and constantly.

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McGlone & Tofighbakhsh (2000)

Rhyming aphorisms were more persuasive ("woes unite foes").

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Second-order conditioning

A conditioned stimulus (like "GOOD") conditions feelings toward new things.

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Staats & Staats (1958)

"Dutch" paired with positive words was rated more positively than "Swedish."

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★ Belief perseverance

Clinging to a conclusion after its basis is discredited.

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Ross, Lepper, & Hubbard (1975)

Bogus success feedback persisted after being revealed as fake.

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Anderson, Lepper, & Ross (1980)

Firefighter-trait beliefs persisted after the article was revealed as fake.

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★ Just-world hypothesis

Bias toward seeing random outcomes as fair, often by derogating victims.

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Lerner & Simmons (1966)

Shocked puzzle-solvers were derogated, unless they'd be paid.

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Lerner (1980)

A coin-flip-rewarded worker was rated as having worked harder.

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★ Anchor-and-adjust bias

Estimates are pulled toward an initial number (Boston population demo).

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★ Low-ball (buyers)

Make a crazy-low initial offer.

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★ Low-ball (sellers)

Change the deal after it's accepted; relies on commitment bias.

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★ Commitment bias

Sticking with a decision even after its conditions change.

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★ Foot-in-the-door

Small request first, then a large one (Freedman & Fraser, 1966).

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★ Consistency bias

Wanting to stay consistent with actions already taken.

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★ Bait-and-switch

Advertise a deal, then say it's unavailable at the store.

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Sunk-cost fallacy

Continuing because of what you've already invested.

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★ Labeling

Assigning a flattering identity people then live up to.

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★ Legitimization of paltry favors

"Even a penny helps" doubled donations.

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★ Door-in-the-face

Big request first makes a smaller one seem reasonable (Miller et al., 1976).

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★ That's-not-all

Sweeten the deal before the person answers (Burger, 1986).

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★ Scarcity principle

People assume scarce = valuable (limited number or time).

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★ Pique technique

An unusual specific request ("17 cents?") increases compliance.

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★ Social proof

Portraying the desired behavior as what everybody else does.

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★ Halo effect

Assuming attractive people are also more competent.

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Message persuasiveness factors

Overheard, stopped before the conclusion, or fear-inducing with a solution.

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Behaviorism
Early-mid 20th century view that only observable behavior matters, not private mental processes.
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★ Classical conditioning
Conditioning of reflexive, involuntary bodily responses through stimulus pairing.
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★ Operant conditioning
Conditioning of deliberate behaviors through consequences.
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★ Unconditioned stimulus (US)
Innately triggers an involuntary response without prior conditioning.
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★ Unconditioned response (UR)
The innate, automatic response to the US.
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Neutral stimulus (NS)
A stimulus that triggers no response before conditioning.
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★ Conditioned stimulus (CS)
A former neutral stimulus that triggers a response after being paired with the US.
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★ Conditioned response (CR)
The learned response to the CS.
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★ Acquisition
The process of associating the US and UR with the CS and CR.
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★ Stimulus generalization
A similar-but-different stimulus triggers the same response as the CS.
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★ Extinction
Disassociating the CS from the US, so the CR fades.
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★ Spontaneous recovery
Long after extinction, the CS randomly triggers the CR again.
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Little Albert experiment
Clang (US) paired with a bunny (CS) conditioned fear; generalized to other fuzzy animals.
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Pavlov's dogs
Dogs conditioned to salivate to a bell paired with food.
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Phobias
Intense fears that can be acquired through classical conditioning.
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Conditioned emotional response (CER)
An emotional reaction (like fear) learned through classical conditioning.
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Vicarious conditioning
Classical conditioning acquired by watching someone else's experience.
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★ Biological preparedness
Being evolutionarily primed to learn certain associations more easily.
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★ Conditioned taste aversion
Avoiding a food linked to nausea; rats avoid food eaten within 6 hours of getting sick.
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Disulfiram
Drug that makes alcohol cause nausea, creating a taste aversion.
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Drug addiction, tolerance, withdrawal
Classical conditioning plays a key role: drug cues become conditioned stimuli.
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★ Reinforcement
Encouraging (increasing) the target behavior.
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★ Punishment
Discouraging (decreasing) the target behavior.
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★ Positive (+)
Adding a stimulus.
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★ Negative (−)
Taking a stimulus away.
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★ Positive reinforcement
Adding something pleasant to increase a behavior (applause; reward).
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★ Negative reinforcement
Removing something aversive to increase a behavior (nagging stops); NOT punishment.
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★ Positive punishment
Adding something aversive to decrease a behavior (booing).
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★ Negative punishment
Removing something pleasant to decrease a behavior (lost freedom, lost points).
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The Wanderer demonstration
Class demo of the four operant types using applause and booing.
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★ Shaping
Reinforcing incremental progress toward a desired behavior.
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★ Severe punishment
Punishment causing extreme negative emotion; stops behavior fast, not long-term.
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Problems with severe punishment
Avoiding the teacher, lying, fear and anxiety, opting out, modeling aggression.
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Skinner box
B.F. Skinner's box for studying operant conditioning in rats.
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Continuous reinforcement
Reward every instance of the behavior.
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Fixed-ratio reinforcement
Reward every Nth instance (punch card; bonus per 5 sales).
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★ Variable-ratio reinforcement
Reward at random instances (slot machines); most vigorous responding; linked to addiction.
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Fixed-interval reinforcement
Reward after a set time doing the behavior (hourly wages).
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Variable-interval reinforcement
Random rewards over time while engaged (free casino drinks).
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★ Cue as conditioned stimulus
In VR addiction, the cue (lever pull, dice roll) triggers dopamine release.