Title: Social Cognition: Aggression Experiments
1Social Cognition Aggression Experiments
- PS4772 Implementing Psychological Research
Techniques - Mike Eslea
- Department of Psychology
- 4 December 2007
2Outline
- Why study aggression in the lab?
- Strengths weaknesses of aggression measures
- Classic aggression paradigms
- Modern aggression paradigms
- Limitations and problems
- The perfect aggression paradigm?
3Why Study Aggression In A Lab?
- Most real-world aggressive behaviours occur in
very complicated social situations - All aggression measures have significant
weaknesses discuss! - Official statistics
- Observation
- Self report Qs
- Behavioural
- Dispositional (attitude Qs scenarios)
- Peer (and other) reports
4Classic Lab Paradigms
- Reviewed by Tedeschi Quigley (1996)
- Teacher/Learner Paradigm (Buss, 1961)
- Essay Evaluation Paradigm (Berkowitz et al, 1962)
- Competitive Reaction Time Game (Taylor, 1967)
- Bobo Modelling Paradigm (Bandura, 1973)
- Also worthy of classic status
- Point Subtraction Aggression Paradigm (Cherek,
1981)
5Teacher/Learner Paradigm (Buss, 1961)
- Participants play the role of a teacher to a
learner (actually a confederate) in a memory
task. Typically, the participant is located in a
separate room where he receives information about
the learners responses on the memory task
(correct or incorrect) and then punishes
incorrect responses by delivering electric shocks
(or, in recent versions, sound blasts)
6Essay Evaluation Paradigm (Berkowitz et al, 1962)
- Similar to the previous setup participants
evaluate essays supposedly written by a
confederate. The evaluation takes the form of a
number of electric shocks, from a minimum of one
shock to a maximum of ten. First, participants
receive an evaluation of their own essay (usually
either one or seven shocks) from the confederate,
and then they administer shocks in return.
7Competitive Reaction Time Game (Taylor, 1967)
- Participants play a game against another player
(actually a confederate), in which they must
press a button as quickly as possible after a
signal. Before each trial, the players decide
what severity of electric shock or noise blast
will be applied to the other in the event that
they are slower. In fact, winning, losing and
confederate choice of shock intensity are
manipulated by the experimenter. The main outcome
variable, intended to be the measure of overt
aggression, is the intensity of shock. It is also
interesting to examine the length of shocks, for
a measure of covert aggression. Of particular
interest is the way participants escalate or
de-escalate shocks as the game progresses.
8Bobo Modelling Paradigm (Bandura, 1973)
- Participants (usually children) watch an adult
playing aggressively with a large inflatable toy
clown (Bobo). Many variables can be
manipulated, such as whether the adult model is
seen to be rewarded or punished for their
behaviour. The outcome variables are usually
either the childrens own use of aggressive
behaviours when they are subsequently allowed to
play with Bobo, or their recall of the behaviour
of the model.
9Point Subtraction Aggression Paradigm (Cherek,
1981)
- Participants are seated at a computer and told
that pressing a particular button (usually 100
times) will earn them a sum of money (usually 10
cents or equivalent). Alternatively, they can
press a second button (usually 10 times) to
deduct the same sum from another participant
supposedly playing the same game in a different
room. An on-screen counter displays their running
total, and allows them to see when their
(fictitious) opponent has deducted 10 cents from
their pot. In fact, subtractions are made at
random by the computer. The outcome (aggression)
variable is the number of presses of the
participants own subtraction button.
10Strengths Weaknesses Of The Classic Paradigms
Discussion
11Limitations of Lab Paradigms
- Distance
- Rough tumble play
- Permission from authority figure
- Lack of non-aggressive response options
- Motivations are (possibly) confounded
- Altruism
- Competitiveness (ego v task orientation)
- Almost always involve reactive aggression, not
proactive
12Hot Sauce (Lieberman et al, 1999)
- The setup is disguised as a study of taste
preferences. Participants are required to
determine the amount of hot sauce to be
(purportedly) consumed by another person who has
provoked them beforehand (either by giving them a
noxious juice sample, or writing a world-view
threatening essay), and who allegedly does not
like spicy foods
13Bungled Procedure (Russell et al, 1996, 2002)
- Participants are told they will shoot at a human
target with a pellet or paintball gun. The target
is a woman, and the task is presented as a novel
form of male entertainment. Aggression is
operationalised as the power of the gun chosen
(from an array of guns of varying power)
multiplied by the number of pellets elected to be
shot. In reality participants never actually
shoot, as they are told that there has been a
mistake (the Bungle of the title), that they
are in fact in the control condition
14Experimental Graffiti and Tearing (Norlander et
al, 1998)
- First, participants are given a picture of "Adam
and Eve in the Garden of Paradise" and instructed
to draw upon it. Judges then rate the amount of
graffiti added, the destruction caused, and any
aggressive or sexual content. Next, participants
are given a picture of "Samson and the Lion"
(chosen for its strongly aggressive character,
which was intended to provoke participants to
exhibit aggressiveness) and instructed to tear
it into a number of pieces of their own choice
and then place all the pieces in an envelope that
was half the size of the picture. The number of
pieces produced was the dependent variable.
Factors under investigation included sex
differences, the influence of alcohol, and the
effect of frustration (one group having been
given an impossible task beforehand).
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16The Ideal Paradigm
- Interaction with a real human being
- No distance
- Full range of possible responses
- No authority approval of aggression
- Consideration of motivations
- Do they really mean to harm?
- Includes overt covert forms
- Allows proactive, as well as reactive, aggression
17Group Exercise Design A New Aggression Paradigm
18The Hand Slapping Game
David Oldenburg, 2002
19The Hand Slapping Game
- In theory, the HSG was not confounded by
competitiveness - To win short, fast slap
- To harm big, slower slap
- In practice, post-expt interviews revealed that
provocations in the HSG were almost always seen
as competitive, not aggressive - Provocation made no difference to behaviour,
STAXI or POMS scores
20The Chopstick Game
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