U4 Topic 2 - Interpersonal Processes - P1

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Vocabulary flashcards covering key concepts in social psychology including prosocial and antisocial behaviour, bystander intervention models, social norms, and the General Aggression Model (GAM).

Last updated 1:15 AM on 9/29/26
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31 Terms

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Descriptive Norms

An individual's perception of what most people do in a specific situation.

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Injunctive Norms

An individual's perception of what behaviours are socially approved or disapproved of within a society.

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Bystander Intervention

An act where a person voluntarily goes to the aid of another individual who is in need.

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Bystander Effect

The phenomenon where the likelihood of bystanders helping is influenced by the number of bystanders present; the more bystanders present, the less likely any one individual will provide help.

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Diffusion of Responsibility

A social phenomenon where the presence of others leads each bystander to feel less personal responsibility for helping, assuming that others will take charge.

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Audience Inhibition

The reluctance of bystanders to help due to feelings of self-consciousness or fear of social blunders, where individuals fear being negatively judged by others if they make a mistake.

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Social Influence

The process where the reaction of other bystanders influences the likelihood of helping; if others appear unconcerned, potential helpers may perceive the situation as non-urgent.

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Decision-Stage Model of Helping

A five-stage situational model proposed by Latané & Darley (1970) outlining the steps to intervention: 1) Notice the need, 2) Decide it is an emergency, 3) Take responsibility, 4) Decide on a way to help, and 5) Take action.

<p>A five-stage situational model proposed by Latané &amp; Darley (1970) outlining the steps to intervention: 1) Notice the need, 2) Decide it is an emergency, 3) Take responsibility, 4) Decide on a way to help, and 5) Take action.</p>
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Prosocial Behaviour

Voluntary behaviour intended to benefit other people and society in general, which can be either automatic or deliberate.

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Antisocial Behaviour

Behaviour that is harmful to other people and, ultimately, to the community as a whole.

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Altruism

Behaviour driven by a selfless desire to help others without any expectation of reward, often at a personal cost to the helper.

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Reciprocity Principle

The social norm often expressed as 'Do unto others as they do unto you', describing the social expectation that a person will help those who have helped them.

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Social Responsibility Norm

The social expectation that members of a society should provide help to people who are dependent or in need, without expecting any return favours.

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Empathy

A personal characteristic reflecting the ability to perceive, see another's point of view, and be sensitive to the emotional states of others, which motivates prosocial action.

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Perceived Competence

A bystander's belief that they possess the required skills and expertise to manage an emergency effectively, increasing their likelihood of offering assistance.

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Cost-Benefit Analysis Model

A model formulated by Piliavin et al. (1981) proposing that bystanders evaluate the cognitive and physiological costs and benefits of helping versus not helping before taking action in an emergency.

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Personal Distress

A feeling of anxiety and tension experienced when observing someone else in distress, prompting bystanders to act primarily to alleviate their own emotional discomfort.

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Empathic Concern

The ability to recognise someone else's negative emotional state and express genuine concern directed at improving their well-being.

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Groupthink

A phenomenon occurring when individuals within a cohesive group prioritise group harmony and conformity over critical analysis, leading to poor decision-making.

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Aggression

Verbal or physical behaviour carried out with the deliberate intention of causing harm to another person who desires to avoid that harm.

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Physical Aggression

Direct physical actions intended to inflict bodily harm or damage, such as hitting, kicking, spitting, pushing, shoving, or damaging property.

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Verbal Aggression

The use of spoken or written communication to harm others, including yelling, verbal threats, negative talk, and sarcastic comments.

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Relational Aggression

Aggressive behaviour designed to harm an individual's social relationships or social standing, such as spreading lies, spreading rumours, or excluding people.

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Passive Aggression

Indirect expressions of hostility or non-confrontational harm, such as ignoring someone, withholding invitations, giving the silent treatment, or using sarcasm.

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General Aggression Model (GAM)

A comprehensive theoretical framework developed by Anderson & Bushman (2002) that models aggression through the interaction of person/situation inputs, internal routes (affect, cognition, arousal), and outcomes.

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Inputs (GAM)

The first stage of the GAM consisting of person factors (e.g., traits, biological factors) and situation factors (e.g., environmental cues, provocation) that initiate an episode.

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Routes (GAM)

The second stage of the GAM representing internal states triggered by inputs, divided into affect (emotions), cognition (thoughts), and arousal (physiological state).

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Distal Causes (GAM)

Long-term biological modifiers (e.g., hormone imbalances) and environmental modifiers (e.g., cultural norms, family dynamics) that shape an individual's underlying personality.

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Outcome Stage (GAM)

The third stage of the GAM where immediate appraisal, cognitive resources, and reappraisal determine whether an individual engages in impulsive (aggressive) or thoughtful (non-aggressive) action.

<p>The third stage of the GAM where immediate appraisal, cognitive resources, and reappraisal determine whether an individual engages in impulsive (aggressive) or thoughtful (non-aggressive) action.</p>
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Single Episode (GAM)

A single aggressive encounter that produces an immediate impact on an individual's internal state and can serve to reinforce future aggressive actions.

<p>A single aggressive encounter that produces an immediate impact on an individual's internal state and can serve to reinforce future aggressive actions.</p>
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Multiple Episodes (GAM)

Repeated aggressive encounters over time that exert a cumulative impact, shaping long-term personality development and solidifying habitual patterns of behaviour.