150 Psychologie
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Charlemagne’s Legacy
(2023)
We investigate between- and within-country consensus about affective meanings of social identities along the evaluation, potency, and activity dimensions from the affect control theory research tradition. Ratings for 387 (194 male and 193 female) identities were collected from two samples representative of the French (N = 700) and German (N = 700) populations for age, gender, and region. Guided by two preregistered hypotheses based on previous cross-cultural research, our analysis points to considerable cultural consensus between French and Germans who seem to share a common “Carolingian” affective culture; yet some culture-specific patterns concerning the evaluation dimension and evaluation-potency interactions were found to be statistically significant. We interpret these results in terms of known cross-cultural features such as power distance and conceptions of power.
Die intensive Nutzung digitaler Medien beeinflusst die Entwicklung von Ich-Funktionen und das Erleben und Gestalten interpersoneller Beziehungen. Mit der Auslagerung von Funktionen (z. B. im Bereich von Gedächtnis, Selbstkontrolle und Selbstwertregulation) verändern sich auch intrapsychische Repräsentanzen und Strukturen. Das Erleben von Gruppen ist hiervon betroffen; zugleich tragen Konzepte der Gruppenanalyse etwas zur Beschreibung dieser Veränderungen bei. Für Heranwachsende stellen virtuelle Welten einen Rückzugsort dar und bieten Möglichkeiten zum Spiel mit unterschiedlichen Identitäten sowie dem Aufbau und der Ausgestaltung adoleszenter Identifikationen. Folgen und Chancen des intensiven Gebrauchs digitaler Medien werden kontrovers diskutiert. Aus psychoanalytischer Sicht wird ein in digitalen Netzwerken vermittelter Druck zu Anpassung und eine Verflachung interpersoneller Beziehungen, sozialer Bezüge sowie der Intimität zwischenmenschlicher Beziehungen beklagt. Gruppenanalytiker beschreiben die Resonanz in sozialen Netzwerken und die Identifizierung mit sowie die Abgrenzung von Gruppen. Medienkompetenz verlangt – neben dem technischen Aspekt – eine Internalisierung von Steuerungsfunktionen. Damit werden die Fähigkeiten, sich in Gruppen abgrenzen zu können, sich gegenüber Gruppenprozessen zu behaupten und triangulierend und mentalisierend Informationen auf ihre Bedeutung hin zu prüfen und zu reflektieren, als zeitlich überdauernde Bestandteile von Medienkompetenz zentral.
Understanding how individual or group behaviour are influenced by the presence of others is something both social psychology and agent-based social simulation are concerned with. However, there is only limited overlap between these two research communities, which becomes clear when terms such as “variable”, “prediction”, or “model” come into play, and we build on their different meanings. This situation challenges us when working together, since it complicates the uptake of relevant work from each community and thus hampers the potential impact that we could have when joining forces.
Well-Being
(2023)
Angststörungen : Prävalenz, Bedeutung und Implikationen für die Prävention und Gesundheitsförderung
(2021)
Angst ist in unterschiedlichen Formen alltäglicher Begleiter unseres Lebens. Sie äußert sich körperlich, psychisch und im zwischenmenschlichen Verhalten und sie nimmt Einfluss darauf, wie wir Situationen bewerten und mit ihnen umgehen. Das Eingehen von Risiken („Exposition“) und ihre „Vermeidung“ stehen bei gesundem Verhalten in einem individuell ausgewogenen Gleichgewicht. Für die Förderung von Gesundheit und die Prävention von Erkrankungen spielt Angst und spielen Angststörungen eine große Rolle. Angststörungen sind häufig und vielgestaltig. Sie werden oft spät erkannt und vielfach unzureichend behandelt. Zur Chronifizierung von Angststörungen tragen Aspekte unseres Versorgungssystems und auch Interaktionen mit Helfern häufig bei. Frühzeitig und adäquat behandelt, sind die Ergebnisse von Psychotherapie bei Angststörungen gut.
We argue that objectivity is acquired by learning to refer to particular situations, that is, by developing episodicity. This contrasts with the widespread idea that genericity is crucial in developing humans’ ability to conceive of an objective world. According to the collective intentionality account, objectivity is acquired by contrasting one’s particular perspective in the “here and now” with a generic group perspective on how things are generally. However, this line of argument rests on confusing two independent notions of genericity: social and worldly genericity. Holding these two notions apart shows that there is no coherent developmental route from episodicity to objectivity via genericity. In effect, the collective intentionality account presupposes objectivity. Alternatively, episodicity may develop by enculturation into the common practice of spatial-indexical use. This ability establishes an initial, socially shared spatiotemporal reference system comprising the basis for objectivity.
The present study investigated whether 7-month-old infants attribute directionality to an object after having observed it engage in agentive behavior and whether they maintain this attribution even when the agent is presented statically. Infants were familiarized with an object displaying either agentive behavioral cues (self-propelled, context-sensitive movement) or non-agentive motion (the same movement pattern caused by external factors). In a subsequent spatial-cueing procedure, the agent was displayed statically at the center of the screen. Gaze latencies were assessed for targets appearing at a location congruent or incongruent with the position of the agent’s formerly leading end. Only infants that had observed the object move in an agentive manner showed shorter gaze latencies for congruent compared to incongruent targets, suggesting facilitation of attention toward a location congruent with the agent’s prior action direction. Results provide evidence that infants attribute directionality to novel agents based on behavioral agency cues, that this directional representation is maintained even when the agent is stationary, and that it guides infants’ covert attention.
Bayesian affect control theory is a model of affect-driven social interaction underconditions of uncertainty. In this paper, we investigate how the operationalization of uncertainty in the model can be related to the disruption of social orders—societal pressures to adapt to ongoing environmental and technological change. First, we study the theoretical tradeoffs between three kinds of uncertainty as groups navigate external problems: validity (the predictability of the environment, including of other agents), coherence (the predictability of interpersonal affective dynamics), and dependence (the predictability of affective meanings). Second, we discuss how these uncertainty tradeoffs are related to contemporary political conflict and polarization in the context of societal transitions. To illustrate the potential of our model to analyze the socio-emotional consequences of uncertainty, we present a simulation of diverging individual affective meanings of occupational identities under uncertainty in a climate change mitigation scenario based on events in Germany. Finally, we sketch a possible research agenda to substantiate the novel, but yet mostly conjectural, ideas put forward in this paper.
Virtual Reality (VR) applications play an increasingly important role in the context of mental health. While VR-based therapeutic interventions are increasingly well-established, the application of VR in the field of mental health awareness represents a novel and promising development. We present our mental health awareness VR application “hopohopo”, in which the user takes the perspective of a person suffering from social anxiety. Through the VR journey, the user experiences what it could feel like to suffer from constant fear of being negatively judged by others in everyday social situations. The aim of the application is to allow nonaffected users to expand their knowledge and to raise mental health awareness. In this paper, we report our findings on the potential of this immersive VR application for psychoeducation and destigmatization of social anxiety. In this respect, we provide the scope of our VR application and first results of its ongoing usability and usefulness evaluation process.
Coaching can be understood as a process of creating meaning through linguistic interaction. Meanings are coherent networks of concepts, which are on the one hand socially shared and on the other hand based on the emotional experience of individuals. We present the relevant current state of research in cognitive science and social psychology and explain the significance of this research for coaching practice using the example of a coaching model established on the market (“contextual coaching”).