Topic: Psychology (Page 2)

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πŸ”— Women-Are-Wonderful Effect

πŸ”— Psychology πŸ”— Women's History πŸ”— Discrimination πŸ”— Gender Studies πŸ”— Men's Issues

The women-are-wonderful effect is the phenomenon found in psychological and sociological research which suggests that people associate more positive attributes with women compared to men. This bias reflects an emotional bias toward women as a general case. The phrase was coined by Alice Eagly and Antonio Mladinic in 1994 after finding that both male and female participants tend to assign positive traits to women, with female participants showing a far more pronounced bias. Positive traits were assigned to men by participants of both genders, but to a far lesser degree.

The authors supposed that the positive general evaluation of women might derive from the association between women and nurturing characteristics. This bias is suggested as a form of misandry/'benevolent misogyny', the latter being a concept within the theoretical framework of ambivalent sexism.

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πŸ”— IKEA Effect

πŸ”— Philosophy πŸ”— Psychology

The IKEA effect is a cognitive bias in which consumers place a disproportionately high value on products they partially created. The name derives from the name of Swedish manufacturer and furniture retailer IKEA, which sells many furniture products that require assembly.

The IKEA effect has been described as follows: "The price is low for IKEA products largely because they take labor out of the equation. With a Phillips screwdriver, an Allen wrench and rubber mallet, IKEA customers can very literally build an entire home's worth of furniture on a very tight budget. But what happens when they do?" They "fall in love with their IKEA creations. Even when there are parts missing and the items are incorrectly built, customers in the IKEA study still loved the fruits of their labors."

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πŸ”— Project MKUltra

πŸ”— United States/U.S. Government πŸ”— United States πŸ”— Human rights πŸ”— Military history πŸ”— Military history/North American military history πŸ”— Military history/United States military history πŸ”— Medicine πŸ”— Skepticism πŸ”— Psychology πŸ”— Military history/Intelligence πŸ”— Alternative Views πŸ”— Psychoactive and Recreational Drugs πŸ”— Drug Policy πŸ”— Science Policy

Project MKUltra (or MK-Ultra), also called the CIA mind control program, is the code name given to a program of experiments on human subjects that were designed and undertaken by the U.S. Central Intelligence Agency, some of which were illegal. Experiments on humans were intended to identify and develop drugs and procedures to be used in interrogations in order to weaken the individual and force confessions through mind control. The project was organized through the Office of Scientific Intelligence of the CIA and coordinated with the United States Army Biological Warfare Laboratories. Code names for drug-related experiments were Project Bluebird and Project Artichoke.

The operation was officially sanctioned in 1953, reduced in scope in 1964 and further curtailed in 1967. It was officially halted in 1973. The program engaged in many illegal activities, including the use of U.S. and Canadian citizens as its unwitting test subjects, which led to controversy regarding its legitimacy. MKUltra used numerous methods to manipulate its subjects' mental states and brain functions. Techniques included the covert administration of high doses of psychoactive drugs (especially LSD) and other chemicals, electroshocks, hypnosis, sensory deprivation, isolation, verbal and sexual abuse, as well as other forms of torture.

The scope of Project MKUltra was broad, with research undertaken at more than 80 institutions, including colleges and universities, hospitals, prisons, and pharmaceutical companies. The CIA operated using front organizations, although sometimes top officials at these institutions were aware of the CIA's involvement.

Project MKUltra was first brought to public attention in 1975 by the Church Committee of the United States Congress and Gerald Ford's United States President's Commission on CIA activities within the United States (also known as the Rockefeller Commission).

Investigative efforts were hampered by CIA Director Richard Helms' order that all MKUltra files be destroyed in 1973; the Church Committee and Rockefeller Commission investigations relied on the sworn testimony of direct participants and on the relatively small number of documents that survived Helms's destruction order. In 1977, a Freedom of Information Act request uncovered a cache of 20,000 documents relating to project MKUltra which led to Senate hearings later that year. Some surviving information regarding MKUltra was declassified in July 2001. In December 2018, declassified documents included a letter to an unidentified doctor discussing work on six dogs made to run, turn and stop via remote control and brain implants.

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πŸ”— Rat Park

πŸ”— Medicine πŸ”— Psychology πŸ”— Rodents

Rat Park was a series of studies into drug addiction conducted in the late 1970s and published between 1978 and 1981 by Canadian psychologist Bruce K. Alexander and his colleagues at Simon Fraser University in British Columbia, Canada.

Alexander's hypothesis was that drugs do not cause addiction, and that the apparent addiction to opiate drugs commonly observed in laboratory rats exposed to them is attributable to their living conditions, and not to any addictive property of the drug itself.

To test his hypothesis, Alexander built Rat Park, a large housing colony, 200 times the floor area of a standard laboratory cage. There were 16–20 rats of both sexes in residence, food, balls and wheels for play, and enough space for mating. The results of the experiment appeared to support his hypothesis.

The two major science journals, Science and Nature, rejected Alexander, Coambs, and Hadaway's first paper, which appeared instead in Psychopharmacology in 1978. The paper's publication initially attracted no response. Within a few years, Simon Fraser University withdrew Rat Park's funding.

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πŸ”— Need for Cognition

πŸ”— Psychology

The need for cognition (NFC), in psychology, is a personality variable reflecting the extent to which individuals are inclined towards effortful cognitive activities.

Need for cognition has been variously defined as "a need to structure relevant situations in meaningful, integrated ways" and "a need to understand and make reasonable the experiential world". Higher NFC is associated with increased appreciation of debate, idea evaluation, and problem solving. Those with a high need for cognition may be inclined towards high elaboration. Those with a lower need for cognition may display opposite tendencies, and may process information more heuristically, often through low elaboration.

Need for cognition is closely related to the five factor model domain openness to experience, typical intellectual engagement, and epistemic curiosity (see below).

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πŸ”— Oblique Strategies

πŸ”— Literature πŸ”— Psychology

Oblique Strategies (subtitled Over One Hundred Worthwhile Dilemmas) is a card-based method for promoting creativity jointly created by Brian Eno and Peter Schmidt, first published in 1975. Physically, it takes the form of a deck of 7-by-9-centimetre (2.8Β in Γ—Β 3.5Β in) printed cards in a black box. Each card offers a challenging constraint intended to help artists (particularly musicians) break creative blocks by encouraging lateral thinking.

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πŸ”— Sad clown paradox

πŸ”— Psychology

Sad clown paradox is the contradictory association between comedy and mental disorders such as depression and anxiety. These comedic performers are characterised by feelings of deprivation and isolation in their early lives, where comedy evolves as a release for tension, removing feelings of suppressed physical rage through a verbal outlet.

A series of psychological experiments first published in 1981 by psychologist Seymour Fisher indicated certain behavioural traits exclusive to comedians and not matched in regular actors. Later work conducted by Kaufman and Kozbelt re-interpreted these results, drawing the understanding that whilst comedy serves as a coping mechanism to hide trauma, it may also motivate a comedian to use humour as a way of forming relations and gaining acceptance.

Humour has been shown to develop from a young age, fostered by parental behaviour. A parent's immature nature can lead to additional responsibilities forced onto children, which can evoke issues of self-worth and a need for acceptance. The constant search for approval may cause mental health issues such as anxiety or depression and when untreated can lead to suicide in extreme situations. Laughter can evolve as a medium for self-preservation, detaching the individual from any adversity faced allowing for perceived control over uncomfortable situations.

Sad clown paradox is characterised by a cyclothymic temperament, which encourages the creation of light-hearted humour in a professional setting, despite inner turmoil. The use of humour as a form of self-medication provides short periods of satisfaction, repeatedly needing to deal with inner turmoil. There is an ever present anxiety amongst comedians that their popularity may disappear tomorrow and hence are driven to exhaustion in their work.

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πŸ”— Surprisingly popular

πŸ”— Psychology

The surprisingly popular answer is a wisdom of the crowd technique that taps into the expert minority opinion within a crowd. For a given question, a group is asked both "What do you think the right answer is?" and "What do you think the popular answer will be?" The answer that maximizes the average difference between the "right" answer and the "popular" answer is the "surprisingly popular" answer.

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πŸ”— Intelligent Disobedience

πŸ”— Dogs πŸ”— Psychology

Intelligent disobedience occurs where a service animal trained to help a disabled person goes directly against the owner's instructions in an effort to make a better decision. This behavior is a part of the dog's training and is central to a service animal's success on the job. The concept of intelligent disobedience has been in use and a common part of service animals' training since at least 1936.

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πŸ”— Creeping normality

πŸ”— Psychology πŸ”— Sociology πŸ”— Futures studies

Creeping normality (also called landscape amnesia) is a process by which a major change can be accepted as normal and acceptable if it happens slowly through small, often unnoticeable, increments of change. The change could otherwise be regarded as objectionable if it took place in a single step or short period.

American scientist, Jared Diamond, first coined the phrase creeping normality in his 2005 book, Collapse: How Societies Choose to Fail or Succeed. Prior to releasing his book, Diamond explored this theory while attempting to explain why, in the course of long-term environmental degradation, Easter Island natives would, seemingly irrationally, chop down the last tree:

"I suspect, though, that the disaster happened not with a bang but with a whimper. After all, there are those hundreds of abandoned statues to consider. The forest the islanders depended on for rollers and rope didn't simply disappear one dayβ€”it vanished slowly, over decades."

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