RESUMO
OBJECTIVE: Across a correlational cross-sectional and experimental study, we investigate how contextual variables, such as majority group perceptions, interact with individual variables, such as the relationship between ethnic and national identity, to ultimately influence intergroup relations between bicultural individuals and White Americans. METHOD: Across 2 studies (Study 1, n = 187; Study 2, n = 176), bicultural participants completed a battery of surveys measuring bicultural identity integration, impressions of majority group attitudes, and behavioral intentions targeted at majority group members. Additionally, majority group attitudes were experimentally manipulated in Study 2. RESULTS: Individuals with integrated bicultural identities were more likely to approach and less likely to avoid majority members. Although perceptions of negative majority group attitudes are typically associated with negative intergroup relations, individuals with greater harmony (Study 1) and blendedness (Study 2) between their ethnic and national identities were buffered from these adverse effects. CONCLUSIONS: These findings highlight the importance of both individual and contextual factors in intergroup relations. The distinct effects of blendedness and harmony across self-report and experimental studies have theoretical and practical implications for our understanding of bicultural identity integration. Finally, implications for encouraging more positive intercultural relationships between majority and minority group members will be discussed. (PsycInfo Database Record (c) 2020 APA, all rights reserved).
Assuntos
Grupos Minoritários/psicologia , Identificação Social , Estudantes/psicologia , População Branca/psicologia , Adulto , Estudos Transversais , Etnicidade , Feminino , Humanos , Masculino , Grupos Minoritários/estatística & dados numéricos , Estudantes/estatística & dados numéricos , Inquéritos e Questionários , População Branca/estatística & dados numéricos , Adulto JovemRESUMO
This study offers new insights into the power of peer networks for shaping intergroup relations in a diverse school. Data were drawn from a longitudinal study of sixth-eighth graders (N = 524; MageT1 = 11.87; 48% girls; 9% Asian American/Pacific Islander, 28% African American, 13% Latino, 1% Native American, 31% White, 5% Other, and 11% Multiracial) in the Midwestern United States. Students with more positive intergroup contact attitudes (ICA) were most likely to be friends with similarly minded students. Students with more positive ICA were less likely to select friends of the same race/ethnicity than those with less positive ICA. Finally, students' ICA became more similar to their friends' ICA over time. Results implicate school-level norms and contagion in students' ICA.
Assuntos
Atitude , Etnicidade , Amigos , Processos Grupais , Grupo Associado , Estudantes , Adolescente , Criança , Feminino , Humanos , Estudos Longitudinais , Masculino , Meio-Oeste dos Estados Unidos , Instituições AcadêmicasRESUMO
The Tangram Help/Hurt Task is a laboratory-based measure designed to simultaneously assess helpful and hurtful behavior. Across five studies we provide evidence that further establishes the convergent and discriminant validity of the Tangram Help/Hurt Task. Cross-sectional and meta-analytic evidence finds consistently significant associations between helpful and hurtful scores on the Tangram Task and prosocial and aggressive personality traits. Experimental evidence reveals that situational primes known to induce aggressive and prosocial behavior significantly influence helpful and hurtful scores on the Tangram Help/Hurt Task. Additionally, motivation items in all studies indicate that tangram choices are indeed associated with intent of helping and hurting. We discuss the advantages and limitations of the Tangram Help/Hurt Task relative to established measures of helpful and hurtful behavior. Aggr. Behav. 43:133-146, 2017. © 2016 Wiley Periodicals, Inc.
Assuntos
Agressão/psicologia , Comportamento de Ajuda , Personalidade/fisiologia , Testes Psicológicos/normas , Adulto , Estudos Transversais , Feminino , Humanos , Masculino , Adulto JovemRESUMO
In two experimental studies, we examine the extent to which strong or weak mitigating information after a provocation alters aggressive responding. In Study 1, we randomly assigned 215 (108 female) college-aged participants to a strong or weak provocation by having a research assistant talk to the participant about failing a task in a harsh or confused tone. This was followed by a second research assistant giving a strong or weak excuse to the participant regarding the first research assistant's behavior. Then, aggressive behavior was assessed using a researcher rating task. In Study 2, 63 (25 female) college-aged participants interacted with a confederate on the CRT. All participants were strongly provoked by receiving strong noise blasts. After five CRT trials, the confederate delivered weak or strong mitigating information to the participant regarding the noises blasts. The results indicated that: (i) strong provocations are more likely to increase aggression than weak provocations; (ii) strong mitigating information is more likely to decrease aggression than weak mitigating information; and (iii) the varying strength of mitigating information is important in situations involving weak, but not strong provocations: strong mitigating information is more likely than weak mitigating information reduce aggression when provocation is strong, but not when provocation is weak. We discuss the importance of mitigating information in decreasing aggressive behavior and the conditions in which mitigating information is especially likely to be effective. Aggr. Behav. 42:555-562, 2016. © 2016 Wiley Periodicals, Inc.
Assuntos
Agressão/psicologia , Relações Interpessoais , Adolescente , Adulto , Feminino , Humanos , Masculino , Adulto JovemRESUMO
The present study investigated the development of social identity centrality dimensions (i.e., Muslim, ethnic, and American identity centrality) among Muslim American youth as well as associations between religious discrimination and social identity centrality trajectories. Data were collected once annually from 2015 to 2017 with 220 Muslim American youth (M = 14.20, SD = 0.94) in the Midwest United States (girls = 53.2%; boys = 42.3%; missing = 4.5%). Participants were Arab (62.3%), Somali (15.9%), and African American (8.6%), among other ethnic groups (less than 2%). Latent growth curve models indicated that Muslim and ethnic identity centrality displayed negative trajectories and that American identity centrality increased over time. Surprisingly, religious discrimination was not associated with social identity centrality trajectories. This research suggests that Muslim American youths' minoritized social identities develop similarly, whereas youths' American social identity develops differently than these identities. (PsycInfo Database Record (c) 2024 APA, all rights reserved).
RESUMO
Thalassemia represents one of the most common genetic disorders worldwide, characterized by defects in hemoglobin synthesis. The affected individuals suffer from malfunctioning of one or more of the four globin genes, leading to chronic hemolytic anemia, an imbalance in the hemoglobin chain ratio, iron overload, and ineffective erythropoiesis. Despite the challenges posed by this condition, recent years have witnessed significant advancements in diagnosis, therapy, and transfusion support, significantly improving the prognosis for thalassemia patients. This research empirically evaluates the efficacy of models constructed using classification methods and explores the effectiveness of relevant features that are derived using various machine-learning techniques. Five feature selection approaches, namely Chi-Square (χ2), Exploratory Factor Score (EFS), tree-based Recursive Feature Elimination (RFE), gradient-based RFE, and Linear Regression Coefficient, were employed to determine the optimal feature set. Nine classifiers, namely K-Nearest Neighbors (KNN), Decision Trees (DT), Gradient Boosting Classifier (GBC), Linear Regression (LR), AdaBoost, Extreme Gradient Boosting (XGB), Random Forest (RF), Light Gradient Boosting Machine (LGBM), and Support Vector Machine (SVM), were utilized to evaluate the performance. The χ2 method achieved accuracy, registering 91.56% precision, 91.04% recall, and 92.65% f-score when aligned with the LR classifier. Moreover, the results underscore that amalgamating over-sampling with Synthetic Minority Over-sampling Technique (SMOTE), RFE, and 10-fold cross-validation markedly elevates the detection accuracy for αT patients. Notably, the Gradient Boosting Classifier (GBC) achieves 93.46% accuracy, 93.89% recall, and 92.72% F1 score.
RESUMO
Intergroup contact provides a reliable means of reducing prejudice. Yet, critics suggested that its efficacy is undermined, even eliminated, under certain conditions. Specifically, contact may be ineffective in the face of threat, especially to (historically) advantaged groups, and discrimination, experienced especially by (historically) disadvantaged groups. We considered perceived intergroup threat and perceived discrimination as potential moderators of the effect of contact on prejudice. Two meta-analyses of correlational data from 34 studies (totaling 63,945 respondents-drawn from 67 subsamples across 19 countries) showed that contact was associated with decreased prejudice and increased out-group positivity, in cross-sectional and longitudinal designs, among advantaged and disadvantaged group members, and in both Western, Educated, Industrialized, Rich, and Democratic (WEIRD) and non-WEIRD contexts. Both perceived threat and perceived discrimination moderated the contact-attitude association, but in an unanticipated direction. Indeed, contact's beneficial effects were at least as strong among individuals high (r = .19) as among individuals low (r = .18) in perceived threat. Similarly, the effects of contact were at least as strong among those high (r = .23) as among those low (r = .20) in perceived discrimination. We conclude that contact is effective for promoting tolerant societies because it is effective even among subpopulations where achieving that goal might be most challenging. (PsycInfo Database Record (c) 2023 APA, all rights reserved).
Assuntos
Relações Interpessoais , Preconceito , Humanos , Estudos Transversais , Atitude , MotivaçãoRESUMO
Recent research reveals that playing prosocial video games increases prosocial cognitions, positive affect, and helpful behaviors [Gentile et al., 2009; Greitemeyer and Osswald, 2009, 2010, 2011]. These results are consistent with the social-cognitive models of social behavior such as the general learning model [Buckley and Anderson, 2006]. However, no experimental studies have examined such effects on children. Previous research on violent video games suggests that short-term effects of video games are largely based on priming of existing behavioral scripts. Thus, it is unclear whether younger children will show similar effects. This research had 9-14 years olds play a prosocial, neutral, or violent video game, and assessed helpful and hurtful behaviors simultaneously through a new tangram measure. Prosocial games increased helpful and decreased hurtful behavior, whereas violent games had the opposite effects.
Assuntos
Comportamento do Adolescente/psicologia , Agressão/psicologia , Comportamento Infantil/psicologia , Humor Irritável , Socialização , Jogos de Vídeo/psicologia , Adolescente , Criança , Feminino , Humanos , Controle Interno-Externo , MasculinoRESUMO
Recent research reveals that playing prosocial video games increases prosocial cognitions and helpful behaviors [Gentile el al., 2009; Greitemeyer and Osswald, 2009; 2010; 2011]. These results are consistent with social-cognitive models of social behavior [e.g., the "General Learning Model," Buckley and Anderson, 2006]. The social-cognitive learning models suggest that in addition to influencing cognitions, media content may also influence affect. However, past studies on prosocial video games have failed to find a significant effect on affective measures [Greitemeyer and Osswald, 2010]. The present research examined the effects of prosocial, neutral, and violent video games on state hostility and positive affect. Also examined were moderating effects of trait aggressiveness, trait altruistic helping, and trait egoistic helping. Prosocial games reduced state hostility and increased positive state affect. Violent video games had the opposite effects. These effects were moderated by trait physical aggression. Altruistic participants reported relatively more positive affect and less state hostility. Egoistic participants reported relatively more aggravated and mean feelings.
Assuntos
Agressão/psicologia , Ajustamento Social , Socialização , Estudantes/psicologia , Jogos de Vídeo/psicologia , Violência/psicologia , Cognição , Feminino , Humanos , Masculino , Comportamento Social , Violência/prevenção & controle , Adulto JovemRESUMO
The Tangram Help/Hurt Task (THHT) allows participants to help another participant win a prize (by assigning them easy tangrams), to hurt another participant by preventing them from winning the prize (by assigning them difficult tangrams), or to do neither (by assigning them medium tangrams) in offline or online studies. Consistent with calls for continued evidence supporting psychological measurement, we conducted a meta-analytic review of the THHT that included 52 independent studies involving 11,060 participants. THHT scores were associated with helping and hurting outcomes in theoretically predicted ways. Results showed that THHT scores were not only associated with short-term (experimental manipulations, state measures) and long-term (trait measures) helping and hurting outcomes, but also with helping and harming intentions. We discuss the strengths and limitations of the THHT relative to other laboratory measures of prosocial behavior and aggression, discuss unanswered questions about the task, and offer suggestions for the best use of the task.
RESUMO
With the Internet becoming a growing source of information on genetics, genetic counselors and other health-care providers may be called upon to guide their patients to appropriate material, which is written at a suitable reading level for the individual and contains quality information. Given that many health-related Web sites are written at a high school or higher reading level, without direction from a genetic counselor or health-care provider, many Internet users may currently be turning to health-related Web sites that they do not understand. Additionally, Internet users may not know how to evaluate the quality of information they find, which could lead to them access inaccurate or irrelevant information. To aid in the process of finding and designing Web sites that are appropriate for patients, the current article provides guidelines for assessing readability and quality of health-related content. Additionally, a demonstration of an assessment is provided. Finally, limitations of these assessments are discussed.
Assuntos
Educação em Saúde/organização & administração , Internet , Leitura , Guias como Assunto , Educação em Saúde/normas , HumanosRESUMO
Although dozens of studies have documented a relationship between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. In the correlational study, Singaporean middle-school students who played more prosocial games behaved more prosocially. In the two longitudinal samples of Japanese children and adolescents, prosocial game play predicted later increases in prosocial behavior. In the experimental study, U.S. undergraduates randomly assigned to play prosocial games behaved more prosocially toward another student. These similar results across different methodologies, ages, and cultures provide robust evidence of a prosocial game content effect, and they provide support for the General Learning Model.
Assuntos
Controle Interno-Externo , Comportamento Social , Jogos de Vídeo/psicologia , Percepção Visual , Adolescente , Comportamento do Adolescente/psicologia , Agressão/psicologia , Criança , Comportamento Infantil/psicologia , Empatia , Feminino , Comportamento de Ajuda , Humanos , Estudos Longitudinais , Masculino , Modelos Psicológicos , Projetos de Pesquisa , Fatores de Risco , Fatores Sexuais , Estudantes/psicologia , Jogos de Vídeo/efeitos adversos , Violência/psicologiaRESUMO
In the current work, we experimentally examined the effect of exposure to a narrative of nonviolent resistance on third-party attitudes toward and support for a disempowered group involved in asymmetric conflict. Across three experiments, we found that Americans exposed to a brief video about Palestinian nonviolent resistance consistently registered more favorable attitudes toward Palestinians than people who watched a film trailer either unrelated to the Israeli-Palestinian conflict or a trailer to a Palestinian-made film about sympathetic Palestinians violently opposing Israelis. Americans' attitudes toward Palestinians and behavior supporting Palestinian collective action persisted weeks after exposure to nonviolent resistance and were mediated by decreased perceptions that Palestinians are inherently violent. Importantly, positive attitudes toward Palestinians did not result in increased negativity toward Israelis. These data show that exposure to nonviolent resistance can have lasting effects on third-party attitudes and behavior toward an underdog/disempowered group, without driving partisanship.
RESUMO
Across six studies, we validated a new measure of helpful and hurtful behaviors, the Tangram Help/Hurt Task. Studies 1 to 3 provided cross-sectional correlational convergent and discriminant validity evidence for the Tangram Task using college-based and adult online samples. Study 4 revealed that previously validated empathy primes increase helpful behaviors on the Tangram Task. Studies 5 and 6 revealed that previously validated provocation manipulations increase hurtful behaviors on the Tangram Task. The effects of various experimental manipulations on the Tangram Task were similar to or larger than on other established indices of helpful and hurtful behaviors. In addition, motivation items in all studies indicate that tangram choices are indeed associated with the intent of helping and hurting. We discuss the advantages and limitations of the Tangram Help/Hurt Task relative to established measures of helpful and hurtful behaviors.
Assuntos
Agressão , Comportamento de Ajuda , Determinação da Personalidade , Testes Psicológicos , Adolescente , Adulto , Estudos Transversais , Empatia , Feminino , Humanos , Masculino , Reprodutibilidade dos Testes , Adulto JovemRESUMO
The positive role of secure attachment in reducing intergroup biases has been suggested in prior studies. We extend this work by testing the effects of secure attachment primes on negative emotions and aggressive behaviors toward outgroup members across four experiments. Results from Studies 1A and 1B reveal that secure attachment prime, relative to neutral, can reduce negative outgroup emotions. In addition, Studies 1B and 3 results rule out positive mood increase as an alternative explanation for the observed effects. Results from Studies 2 and 3 reveal that secure attachment primes can reduce aggressive behavior toward an outgroup member. The effect of secure attachment primes on outgroup harm was found to be fully mediated by negative emotions in Studies 2 and 3. An interaction between secure attachment primes and ingroup identification in Study 2 indicated that the positive effects of secure attachment in reducing outgroup harm may be especially beneficial for highly identified ingroup members.
Assuntos
Emoções , Apego ao Objeto , Preconceito , Distância Psicológica , Identificação Social , Adolescente , Adulto , Agressão , Feminino , Humanos , Masculino , Adulto JovemRESUMO
Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion criteria than in past meta-analyses; (b) cross-cultural comparisons; (c) longitudinal studies for all outcomes except physiological arousal; (d) conservative statistical controls; (e) multiple moderator analyses; and (f) sensitivity analyses. Social-cognitive models and cultural differences between Japan and Western countries were used to generate theory-based predictions. Meta-analyses yielded significant effects for all 6 outcome variables. The pattern of results for different outcomes and research designs (experimental, cross-sectional, longitudinal) fit theoretical predictions well. The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior. Moderator analyses revealed significant research design effects, weak evidence of cultural differences in susceptibility and type of measurement effects, and no evidence of sex differences in susceptibility. Results of various sensitivity analyses revealed these effects to be robust, with little evidence of selection (publication) bias.