Studies to Know

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Last updated 12:34 AM on 11/5/23
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1
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MIT Study

  • Most participants closest friends in the apartment complex were people who lived in the same building

  • People were more likely to be friends with people who live near them compared to people who don’t live near them

  • Results showed that the importance of proximity

2
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Telephone Study

Male participants were randomly assigned to female participants they did not know

  • Participants were friendlier to the woman on the phone thus the female partners were rated as more confident resulting in the participants rating the partner more positively

  • self-fulfilling prophecy

3
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Speed Dating Study

  • Study demonstrated the psychological differences between being the approacher or the approachee in a dating scenario

  • Men as the approacher- women were more selective and reported lower levels of romantic desire

  • Women as the approacher- women identified more prospective mates, were not pickier than the men, and reported more chemistry

4
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Ainsworth Study

Secure attachment

  • Child cried and showed signs of distress when parent leaves and happy upon their return

  • Tend to find it easy in navigating relationships

Avoidant attachment

  • Child didn't react to parents leaving or returning; desire to be close to caregiver but don't rely on it

  • Uncomfortable being close to others and difficulty with trust; will avoid relationships

Anxious/ambivalent attachment

  • They were upset before and after return; mixture of anger and indifference

  • Worry in others feelings about them but want these relationships

5
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Car Accident Carol Marcy Study

  • Participants were told that Carol Marcy was injured in a car accident resulting in her falling behind and needing help from another student or she will have to drop the course

  • Conditions

    • Empathy

      • Low Empathy- participants were told to be objective and disregard Carols’ feelings

      • High Empathy- participants were told to put themselves in Carols’ shoes

  • Cost

    • Low Cost- Carol wouldn't be coming to class in the low cost condition

    • High Cost- they were reminded that she was coming back to class and would see them

Results

  • People who felt more empathy (in the high empathy condition) agreed to help more than those with low empathy (in the low empathy condition)

  • For people in the high empathy condition, regardless of high or low cost associated, they agreed to help

  • For people in the low empathy condition, people agreed to help in the high cost condition more than the low cost condition (concerns of social exchange are present; helped when it was in their interest to do so)

6
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Good Samaritan Study

  • seminary students were asked to walk to a building to make a speech on the Good Samaritan and in the midst they passed a man lying unconscious

  • some were instructed that they needed to rush

  • for those were not rushed, most of them helped the man

  • for those in a hurry, few stopped to help him and many didn’t notice him

  • effects of distraction on noticing an emergency

7
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Bobo Doll Study

  • Adult demonstrate aggressive behavior in front of the children and tested to see

    what the kids would do when playing with the doll

  • The children mimicked the behavior they saw, so when the adult was aggressive

    with the doll the children were also aggressive with the doll

  • When the adult did not use aggressive behavior, they did not exhibit aggressive

    behavior

  • social-cognitive learning

8
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Religious Stories of Violence Study

  • When the violent story was attributed to the Bible where God brought upon the violence, participants were more likely to engage in aggressive behavior afterwards

  • These results were the same for religious and non-religious individuals

9
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Weapons Effect Study

  • insulted students and afterwards leaving some of those students in a room

    where a gun was lying around

  • the gun triggered an aggressive response due to participants being primed

    from frustration and anger

10
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Violent Video Games Study

IV1: video game content (20 minutes of play)

  • Violent vs. nonviolent

IV2: rumination

  • Rumination (“In the next 24 hours, think about ways to improve your play”) vs. no rumination

DV: Aggression

  • Measured 24 hours later using a competitive noise blast task

    • Winner can blast loser with pain noise through headphones

    • Controls the decibel level and duration of the noise blast

Results (men only)

  • Those who played violent video games and ruminated were far more aggressive (24 hours later)

  • Not really meaningful difference between the rest of the conditions

Implications

  • Results are likely (in some ways) to generalize to the real world

    • Average play time more than 20 minutes (study was less than average)

    • Ruminate about play in a habitual manner (people who care about video games likely to think about their play)

Effects for women?

  • Only saw effects for men

  • Did not measure relational aggression (only aggression in one way (more physical aggression that was measured))

  • Women may be socialized to care about video game performance, may be less likely to ruminate