Title: BANDURA'S SOCIAL- COGNITIVE THEORY
1CHAPTER 17
- BANDURA'S SOCIAL- COGNITIVE THEORY
2Assumptions of the Social-cognitive Approach
- Behavior occurs as the result of a complex
interplay between inner processes (cognitions,
motivations, personality factors) and
environmental influences. - triadic reciprocal determinism - belief that
cognition, behavior, and the environment operate
interactively as determinants of one another. - assume that we represent external events
symbolically - verbal representation - word that signifies an
object in the environment. For example, the word
cat is a verbal representation of a purring
quadruped that exists in the environment. - imaginal representation - image conjured up by a
person that resembles an object in the
environment.
3Assumptions of the Social-cognitive Approach
(cont.)
- assume that most of our behavior is not
controlled by immediate external reinforcement. - much of our behavior is controlled by anticipated
outcomes - persons expectancy that the
performance of certain behaviors will secure
certain reinforcers, and modeling, type of
learning in which individuals learn new behavior
by observing others.
4Modeling Theory
- Whether or not the person imitates observed
behavior of a model depends on three factors. - characteristics of the observer.
- characteristics of the model.
- rewards and punishments associated with the
model's behavior. - vicarious reinforcement - willingness to imitate
the behavior of a model after observing that the
model was reinforced for the behavior.
5Aggression and Violence in Films, Television, and
Video Games
- Factors Facilitating the Occurrence of Violence
and Aggression - observers who watch models being rewarded for
certain behaviors tend to repeat them, whereas
observers who watch models being punished for
their actions tend not to repeat those actions. - observers are more likely to imitate aggressive
models who receive no punishment for their
behavior. - even when models are punished for their actions,
observers can and will imitate them if given
strong incentives.
6Aggression and Violence in Films, Television, and
Video Games (cont.)
- Factors (cont.)
- observers will imitate even a disliked model who
has been rewarded for his aggression if they
believe his actions are exciting and fun. - observers will imitate aggressive behavior
performed by models if the aggression is
justified. - observers are more apt to behave aggressively if
they are low on impulse control.
7Aggression and Violence in Films, Television, and
Video Games (cont.)
- Factors (cont.)
- observers behave more aggressively if they
identify with the aggressor. - observers are more apt to be aggressive if they
can dehumanize the victim, or when the injuries
suffered by the victim are minimized or
sanitized.
8Aggression and Violence in Films, Television, and
Video Games (cont.)
- Recommendations to Reduce Violence in the Media
- media executives need to be encouraged by members
of the public to create more constructive shows
and video games. - parents need to limit their childrens exposure
to media violence by monitoring the content of
programs in advance, modeling nonaggressive
behavior for their children, and rewarding
nonviolent behavior.
9Role of Efficacy Expectations in Determining
Behavior
- Efficacy Expectations - individuals convictions
or beliefs that they can execute the behaviors
required to produce certain response
consequences. - Efficacy Expectations Depend on Four Factors
- performance accomplishments.
- vicarious experiences.
- verbal persuasion.
- emotional arousal.
- Research on Efficacy Expectations
- academic development and achievement
- career choices and job performance
- physical and mental health
10Personality Development
- Important Factors
- children learn and develop via rewards provided
by their caretakers learn what not to do by
being disciplined (not physically punished) for
their wrong actions - children learn through watching successful
parents - multiple models - learning more difficult when
models are performing behaviors that conflict
with one another. - children eventually learn to apply
self-reinforcers and self- punishers to their own
behavior.
11Therapeutic Assessment Techniques
- No Use of Traditional Techniques (free
association, dream analysis, transference) - Heavy Reliance on Experimentation to Assess
Personality Functioning and Change. - modeling used to reduce or eliminate undesirable
behavior and to teach new, more desirable
behavior. - guided participation modeling - procedure in
which models first show study participants how to
successfully tolerate increasingly threatening
interactions with dreaded objects, and then guide
the participants through these threatening
activities until they are finally able to master
their fears.
12Therapeutic Assessment Techniques (cont.)
- Heavy Reliance (cont.)
- eliminate fears by raising efficacy expectations.
- self-modeling - type of learning in which
individuals watch themselves behave in a
situationally-appropriate manner via videotape
and then show the same behaviors later on.
13Evaluative Comments
- Comprehensiveness - broad in scope.
- Precision and Testability - precise and testable.
- Parsimony - parsimonious.
- Empirical Validity - strong empirical support.
- Heuristic Value - high heuristic value, proving
stimulating to researchers in clinical
psychology, social psychology, health psychology,
and vocational counseling. - Applied Value - strong applied value, especially
in the areas of education and psychopathology.