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Mind at Play II: Cognitive Dissonance (Loftus and Loftus). 3 Shuen-shing Lee *Unless otherwise specified, the ideas and concepts in this ppt are either quoted or cited from Loftus and Loftus ’ Mind at Play. Mind at Play II Cognitive Dissonance.
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Mind at Play II: Cognitive Dissonance(Loftus and Loftus) 3 Shuen-shing Lee*Unless otherwise specified, the ideas and concepts in this ppt are either quoted or cited from Loftus and Loftus’Mind at Play
Mind at Play IICognitive Dissonance • 2 definitions: (1) “an uncomfortable feeling caused by holding conflicting ideas simultaneously”; (2) a mental strategy to fend off the above discomfort. [Ref. “Sour Grapes.” The Fox and the Grapes. Also see Wikipedia, “Cognitive Dissonance.”] [Ex. Iphones vs. pirate copies ] • An issue: Games may be more reinforcing, not less, if you have to pay for them? If true, enters the cognitive dissonance[Note: you need a reason to justify the money spent.] The experiment:A tedious, boring task to be done. One group, after getting the task done, was offered $20 to lie to others that the task was fun. The other group was offered $1 to do the same things. • The result: the $1 group claimed to like the tedious task much better than did the $20 group.[Note: The less reinforcement you get, the more justification you need, and vice versa.]
Mind at Play IICognitive Dissonance • The theory: When a person performs acts that are in conflict with one another, “cognitive dissonance” [a mental strategy] will arise in his mind to reduce the conflict. In the forementioned experiment, the conflict was between (1) the people’s knowledge that they were performing a boring task and (2) their knowledge that they had told someone else that the task was fun. The $20 group, which considered the job much more boring, had adequate justification—they were hired guns, paid to lie. The $1 group didn’t have this handy justification. By believing that the task was more interesting, they created a justification for the positive report that they made about it. • Ref. “Sour Grapes.” The Fox and the Grapes. Also see Wikipedia, “Cognitive Dissonance.” CD (a) as a kind of uncomfortable feeling and (2) as a strategy to fend off the discomfort.
Mind at Play IICognitive Dissonance • Extrinsic reinforcement:The $20 group got sufficient extrinsic reinforcement to justify their lying. • Intrinsic reinforcement:The $1 dollar group got insufficient extrinsic reinforcement to justify their lying. Then, the intrinsic reinforcement had to be generated. The subjects had to decide that the task was more intrinsically fulfilling.
Mind at Play IIIRegret and Alternative Worlds • One case: Two passengers, Mr. Smith and Mr. Jones, have missed their respective flight "in equal difficulty," but Smith is late for two minutes while Jones late for half an hour. Smith usually experiences worse regret, since the discrepancy between his reality (two minutes late) and the alternate world (catching up the flight) is much less. • The theory: Psychologists propose that the less the difference between one's reality and its "alternate world," the more regret one gets.
Mind at Play IIIRegret and Alternative Worlds • The case of games: In the gaming process, a wrong decision that ends the game (the reality) usually makes the player regret not having advanced to the next level or cracked the game (the alternate). When tuning the difficulty for a level of a game, designers attempt to minimize the distance between advancement and failure, thus maximizing the degree of regret in the player's response, or, in other words, augmenting the possibility of the player's inserting more quarters or reloading the previously saved game to assuage his regret.
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