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Social Cognition: Aggression Experiments

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Why Study Aggression In A Lab? ... Teacher/Learner Paradigm (Buss, 1961) Essay Evaluation Paradigm (Berkowitz et al, 1962) ... (Buss, 1961) ... – PowerPoint PPT presentation

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Title: Social Cognition: Aggression Experiments


1
Social Cognition Aggression Experiments
  • PS4772 Implementing Psychological Research
    Techniques
  • Mike Eslea
  • Department of Psychology
  • 4 December 2007

2
Outline
  • Why study aggression in the lab?
  • Strengths weaknesses of aggression measures
  • Classic aggression paradigms
  • Modern aggression paradigms
  • Limitations and problems
  • The perfect aggression paradigm?

3
Why 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

4
Classic 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)

5
Teacher/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)

6
Essay 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.

7
Competitive 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.

8
Bobo 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.

9
Point 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.

10
Strengths Weaknesses Of The Classic Paradigms
Discussion
11
Limitations 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

12
Hot 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

13
Bungled 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

14
Experimental 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).

15
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16
The 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

17
Group Exercise Design A New Aggression Paradigm
18
The Hand Slapping Game
David Oldenburg, 2002
19
The 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

20
The Chopstick Game
21
(No Transcript)
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