PSYC 104 FINAL STUDY GUIDE
⭐ PART I — COMPREHENSIVE REVIEW (WEEKS 1–7)
🔵 1. Research Methods
Main Ideas
Independent Variable: What researchers manipulate
Dependent Variable: What is measured
Random Assignment: Ensures groups are equal → increases internal validity
Internal Validity: Confidence that IV caused the effect
External Validity: Whether findings generalize to real world
Correlational vs Experimental: Correlation ≠ causation
Key Danger
Confounds: Extra variables that screw up interpretation
Placebo effects & demand characteristics can influence results
🔵 2. Social Cognition (Schemas, Heuristics, Priming)
Schemas
Mental frameworks → help you interpret the world.
Heuristics
Shortcuts that sometimes lead to errors.
Availability: Judging by how easily examples come to mind
Representativeness: Using stereotypes to judge probability
Anchoring: Starting with a number and insufficiently adjusting
Priming
Exposure to a concept influences later behavior.
(Note: Many findings failed replication, but idea still important historically.)
🔵 3. Attribution
Two Types
Internal (dispositional): Personality, attitudes
External (situational): Circumstances, constraints
Fundamental Attribution Error (FAE)
We overestimate personality and underestimate the situation.
Correspondence Bias
We assume behavior → personality.
Important Studies
Jones & Harris (Castro Essays): Even assigned essays → people assumed true beliefs
Quizmaster Study: People thought questioners were smarter than contestants
🔵 4. Emotion & Affect
Affect: Immediate feelings
Mood: Long-lasting emotional state
Emotion: Brief, specific, caused by an event
Two-factor theory (Schachter & Singer)
Emotion = arousal + interpretation
→ shows we mislabel arousal depending on context
🔵 5. Evolution, Cooperation, and Social Behavior
Why humans cooperate:
Kin selection: Help relatives → pass shared genes
Reciprocal altruism: Help now, get help later
Reputation: People help to maintain status & expected cooperation
Cheater detection: Humans evolved to identify free-riders
🔵 6. Norms, Culture, and Conformity
Norms
Rules about how to behave.
Conformity Study
Asch Line Study: People conformed even when the group was obviously wrong.
Culture
Individualistic: Personal goals (U.S.)
Collectivistic: Group harmony (Japan)
🔵 7. Obedience
Milgram Study
65% delivered the highest shock
People obey authority even against their moral values.
🔵 8. The Self
Self-concept: Knowledge about yourself
Self-esteem: Evaluation of yourself
Spotlight effect: You think people notice you more than they do
Self-serving bias: Success = me, failure = situation
🔵 9. Attitudes & Persuasion
Attitudes form from:
Learning
Conditioning
Mere exposure
Social norms
Cognitive Dissonance
When behavior conflicts with beliefs
$1 vs $20 Study: $1 participants changed attitudes more
⭐ PART II — WEEKS 8 & 9 STUDY GUIDE
(Aggression + Prosocial Behavior)
🔴 1. Risk of Violence (San Diego, U.S., Worldwide, Historically)
Modern Stats
San Diego: Very low homicide rate (~2 per 100,000)
United States: Higher than other rich countries (~5 per 100,000)
Global average: Around 6 per 100,000
Latin America & Caribbean: Highest rates internationally
Historically
700 years ago: 100–1,000 per 100,000 (much higher!)
Middle Ages → MUCH more violent
Today → lowest violence in human history
Overall: You're safer now than any time in the past.
🔴 2. McCauley’s Model of Aggression
Includes cues → internal states → cognitive control → behaviors
Cues
Weapons
Threatening gestures
Alcohol
Insults
Status threats
Internal States
Anger
Arousal
Fear
Frustration
Hormones (testosterone, cortisol interactions)
Cognitive Control
Ability to regulate urges
Depends on:
Prefrontal cortex activation
Alcohol
Stress
Fatigue
Self-control ability
Learned Aggression
Culture of honor
Observational learning (Bandura)
Gang behavior
Norms permitting violence
Unlearned Aggression
Animal defense mechanisms
Territorial aggression (sparrows show identical patterns)
Reflexive responses to threat
🔴 Weapons Effect
Definition
Seeing a weapon makes people:
More aggressive
Faster to identify hostile words
More likely to administer shocks or press “aggressive” buttons in experiments
Weapons increase the accessibility of violent thoughts.
Not everyone becomes violent — but it primes aggressive scripts.
🔴 3. Do violent video games cause aggression?
Best scientific conclusion:
No reliable evidence that violent video games cause real-world aggression.
Large meta-analyses:
Effects are tiny or nonexistent
Early studies overstated harm
When preregistered → effect vanishes
🔴 4. Dictator Game
What it is
One player (the “dictator”) gets money
They choose how much to give to another person
The other person has no power
Common result
People give 20–30%, even though:
Selfish choice = give $0
People still care about fairness
🔴 5. Four Motivations for Prosocial Behavior
1. Egoism
Help to benefit yourself
(ex: praise, rewards)
2. Altruism
Help for someone else’s sake, even at cost to you
3. Collectivism
Help to benefit your group
4. Principlism
Help because of moral principles
(ex: justice, equality, religious beliefs)
🔴 6. Framing Effects in Dictator Game
How you describe the game changes behavior:
“Give” frame: People give more
“Take” frame: People take more
Moral language: increases donation
Market framing: reduces generosity
🔴 7. Empathy-Altruism Hypothesis
Created by Daniel Batson.
Idea:
Feeling empathy for someone creates true altruism, not egoism.
Therefore:
If you feel empathy → you help even when escaping is easy.
🔴 8. Batson’s Escape/Easy Escape Experiments
Rationale
If people help only to feel better (egoism) →
They should escape when given an easy way out.
Method
Participants saw a person in distress
Manipulated:
Empathy: high vs low
Easy escape: could leave vs had to stay
Findings
High empathy → people helped even when escape was easy.
Supports altruism.
🔴 9. Peter Singer’s Shallow Pond Argument
Scenario
If you walk past a shallow pond and see a child drowning, you should save them even if your clothes get ruined.
Argument
If distance doesn’t matter, then we should also help distant strangers (e.g., charity).
Relevance
Tests moral consistency:
If saving a child near you is required
Then saving a child far away (for $5–10 to charity) should also be required
🔴 10. Effective Charities
Meaning of “effective”
Charities differ drastically in cost per life saved.
Examples:
Some save a life for $3,000–$5,000
Some cost hundreds of thousands and help less
Effective = highest impact per dollar.
🔴 11. Parable of the Good Samaritan
Why it matters in social psych
It tests:
Who helps
Under what conditions
How situations override personality
Used as:
A metaphor for helping
Inspiration for the Good Samaritan Study (Darley & Batson)
🔴 12. Kitty Genovese
What happened
Kitty was murdered in NYC (1964).
News reported 38 witnesses did nothing → mostly false.
True Points
People did call police
Some tried to help
Reporting was exaggerated
But the case inspired research on bystander intervention
🔴 13. Hurdle Model of Bystander Intervention
You must cross five hurdles:
Notice that something is happening
Interpret it as an emergency
Take responsibility
Know what to do
Give help
Failure at ANY step → no helping.
🔴 14. Pluralistic Ignorance
When people all assume others think something is fine, so no one acts.
Example:
Everyone sees smoke but waits because no one else panics.
🔴 15. Darley & Batson’s Good Samaritan Study
What they tested
Seminary students told to give a talk.
Manipulated
Topic (Good Samaritan story vs not)
Time pressure (late vs on time vs early)
Results
BIGGEST FACTOR: Time pressure
Late → least likely to help
Early → most likely
Topic (Good Samaritan) did not matter.
🔴 16. Darley & Latané — Bystander Effect
More bystanders → LESS helping
Responsibility becomes diffused
People assume someone else will help
🔴 17. Gender Differences in Helping
Men help more when:
Situations require heroic, physical actions
Risk is high
Being watched
Helping strangers
Women help more when:
Situations require long-term, emotional support
Helping friends, family
Caring or nurturing roles