540 research outputs found

    Toward an integrative Social Identity model of Collective Action: A quantitative research synthesis of three socio-psychological perspectives.

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    An integrative social identity model of collective action (SIMCA) is developed that incorporates 3 socio-psychological perspectives on collective action. Three meta-analyses synthesized a total of 182 effects of perceived injustice, efficacy, and identity on collective action (corresponding to these socio-psychological perspectives). Results showed that, in isolation, all 3 predictors had medium-sized (and causal) effects. Moreover, results showed the importance of social identity in predicting collective action by supporting SIMCA's key predictions that (a) affective injustice and politicized identity produced stronger effects than those of non-affective injustice and non-politicized identity; (b) identity predicted collective action against both incidental and structural disadvantages, whereas injustice and efficacy predicted collective action against incidental disadvantages better than against structural disadvantages; (c) all 3 predictors had unique medium-sized effects on collective action when controlling for between-predictor covariance; and (d) identity bridged the injustice and efficacy explanations of collective action. Results also showed more support for SIMCA than for alternative models reflecting previous attempts at theoretical integration. The authors discuss key implications for theory, practice, future research, and further integration of social and psychological perspectives on collective action

    The Racing-Game Effect: Why Do Video Racing Games Increase Risk-Taking Inclinations?

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    The present studies investigated why video racing games increase players’ risk-taking inclinations. Four studies reveal that playing video racing games increases risk taking in a subsequent simulated road traffic situation, as well as risk-promoting cognitions and emotions, blood pressure,sensation seeking, and attitudes toward reckless driving. Study 1 ruled out the role of experimental demand in creating such effects. Studies 2 and 3 showed that the effect of playing video racing games on risk taking was partially mediated by changes in selfperceptions as a reckless driver. These effects were evident only when the individual played racing games that reward traffic violations rather than racing games that do not reward traffic violations (Study 3) and when the individual was an active player of such games rather than a passive observer (Study 4). In sum, the results underline the potential negative impact of racing games on traffic safety

    And now for something completely different? The impact of group membership on perceptions of creativity

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    Authors' draft; final version published in Social influence; available online at http://www.informaworld.com/ Embargo until 1 July 2010A wealth of historical, cultural, and biographical evidence points to the fact that there is considerable variation in different people's judgments of creative products. What is creative to one person is deviant to another, and creative efforts often fail to be given the enthusiastic reception that their creators anticipate and think they deserve. Unpacking the roots of these discrepancies, this paper develops an analysis of creativity that is informed by the social identity approach. This analysis is supported by a review of previous research that points to the way in which perceptions of creativity are structured by both self-categorization and social norms (and their interaction). Further support for the analysis is provided by two experiments (Ns = 100, 125) which support the hypothesis that ingroup products are perceived to be more creative than those of outgroups independently of other factors with which group membership is typically correlated in the world at large (e.g., quality). The studies also indicate that this pattern is not simply a manifestation of generic ingroup bias since judgments of creativity diverge from those of both likeability (Experiment 1) and beauty (Experiment 2). The theoretical and practical significance of these findings is discussed with particular reference to innovation resistance and the “not invented here” syndrome.This research was supported by a grant from the Economic and Social Research Council (RES-062-23-0135)
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