How low can you go? Ostracism by a computer is sufficient to lower self-reported levels of belonging, control, self-esteem, and meaningful existence ... Journal of Experimental Social Psychology]
Book Details
PublisherElsevier
ISBN / ASINB000RQZ7M8
ISBN-13978B000RQZ7M5
AvailabilityAvailable for download now
Sales Rank10,158,075
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Description
This digital document is a journal article from Journal of Experimental Social Psychology, published by Elsevier in 2004. The article is delivered in HTML format and is available in your Amazon.com Media Library immediately after purchase. You can view it with any web browser.
Description:
Previous research has demonstrated self-reports of lower levels of four fundamental needs as a result of short periods of face-to-face ostracism, as well as short periods of Internet ostracism (Cyberball), even when the ostracizing others are unseen, unknown, and not-to-be met. In an attempt to reduce the ostracism experience to a level that would no longer be aversive, we (in Study 1) convinced participants that they were playing Cyberball against a computer, yet still found comparable negative impact compared to when the participants thought they were being ostracized by real others. In Study 2, we took this a step further, and additionally manipulated whether the participants were told the computer or humans were scripted (or told) what to do in the game. Once again, even after removing all remnants of sinister attributions, ostracism was similarly aversive. We interpret these results as strong evidence for a very primitive and automatic adaptive sensitivity to even the slightest hint of social exclusion.
Description:
Previous research has demonstrated self-reports of lower levels of four fundamental needs as a result of short periods of face-to-face ostracism, as well as short periods of Internet ostracism (Cyberball), even when the ostracizing others are unseen, unknown, and not-to-be met. In an attempt to reduce the ostracism experience to a level that would no longer be aversive, we (in Study 1) convinced participants that they were playing Cyberball against a computer, yet still found comparable negative impact compared to when the participants thought they were being ostracized by real others. In Study 2, we took this a step further, and additionally manipulated whether the participants were told the computer or humans were scripted (or told) what to do in the game. Once again, even after removing all remnants of sinister attributions, ostracism was similarly aversive. We interpret these results as strong evidence for a very primitive and automatic adaptive sensitivity to even the slightest hint of social exclusion.
