The Evolutionary Psychology of Mass Mobilization: How Disinformation and Demagogues Coordinate Rather Than Manipulate. Michael Bang Petersen. Current Opinion in Psychology, February 20 2020. https://doi.org/10.1016/j.copsyc.2020.02.003
Highlights
• Violent mobilization is often attributed to manipulation from, for example, demagogues.
• The human mind contains psychological defenses against manipulation, also in politics.
• Mass mobilization requires that the attention of group members is coordinated.
• Demagogues and disinformation can be explained as tools for achieving coordination.
• Mobilized individuals are predisposed for conflict rather than manipulated into conflict.
Abstract: Large-scale mobilization is often accompanied by the emergence of demagogic leaders and the circulation of unverified rumors, especially if the mobilization happens in support of violent or disruptive projects. In those circumstances, researchers and commentators frequently explain the mobilization as a result of mass manipulation. Against this view, evolutionary psychologists have provided evidence that human psychology contains mechanisms for avoiding manipulation and new studies suggest that political manipulation attempts are, in general, ineffective. Instead, we can understand decisions to follow demagogic leaders and circulate fringe rumors as attempts to solve a social problem inherent to mobilization processes: The coordination problem. Essentially, these decisions reflect attempts to align the attention of individuals already disposed for conflict.
Thursday, February 20, 2020
From 2012... Japanese herbivore men: Heterosexual men 20-34 who lack ambition, engage in feminine consumption practices, & shirk relationships with the opposite sex; instead of corporate careers, they prefer lower paying, less demanding jobs
The Rise of 草食系男子 (Soushokukei Danshi) Masculinity and Consumption in Contemporary Japan: A Historic and Discursive Analysis. Steven Chen. In book: Gender, Culture and Consumption. Cele Otnes, Linda Zayer (eds.). January 2012. https://www.researchgate.net/publication/307108482
Abstract: In Soushoku Danshi Sedai Heisei Danshi Zukan (Handbook of Man in the Heisei Period), Maki Fukasawa (2009) coins the term soushokukei danshi (“grass-eating type men” or “herbivore men”) to describe heterosexual Japanese men who lack ambition, engage in feminine consumption practices, and shirk relationships with the opposite sex. Typically young men between the ages of 20 and 34, soushokukei danshi are less status conscious than men from previous generations; rather than pursue corporate careers, they prefer lower paying, less demanding jobs. A key marker of soushokukei danshi is their feminized consumption practices, which include shopping, beautification practices, and fine dining. Rather than pursue relationships with women, they prefer being alone playing video games and surfing the Internet. As a result of their consumption practices, the popular media labels them “girly men” or “ladylike.” Soushokukei danshi are not social deviants, but rather an emergent form of Japanese masculinity. In Japan, aggressive masculinities embodied by the salaryman and nikushokukei danshi (“meat-eating type men” or “carnivore men”) represent masculine ideals, but a shift in masculine values is under way (Dasgupta, 2009). According to a 2009 study conducted by M1 F1 Soken, a marketing research firm, 60% of unmarried Japanese men between the ages of 20 and 34 identify themselves as soushokukei danshi. The finding that many Japanese men associate themselves with “feminized” masculinity is notable in a society that was once considered the most masculine in the world.
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Soushokukei danshi consumption practices echo those of Western metrosexuals (Rinallo, 2007; Simpson, 2002; Tuncay, 2006; Tuncay & Otnes, 2008b). They are fashion conscious and sport ensembles that are considered feminine by Japanese society, such as tight pants with long flowing shirts. They are also concerned with their body and engage in beautification practices such as slimming treatments, day spas, facials, and eyebrow grooming practices (Miller, 2003). Other consumption practices include shopping, taking leisurely walks, and eating fine desserts. In everyday parlance, soushokukei danshi consumption is feminine because beautification and shopping are activities that are traditionally gendered female (Davis, 2003; Otnes & McGrath, 2001; Roberts, 1998).
Soushokukei danshi exhibit a weak career orientation. Many contemporary Japanese men reject traditional masculine ideals of elite education, high income, and physical stature (Roberson & Suzuki, 2003). Rather than pursuing upward social mobility through an intense work ethic, they prefer comfortable lifestyles, which allow time for hedonic pursuits. Aphorisms like “life is short” and “doing okay is okay” drive their life philosophies. But there is a trade-off. To maximize their leisure time, many soushokukei danshi select jobs with lower salaries.
Soushokukei danshi are heterosexual men, but are purportedly uninterested in relationships with the opposite sex (Fukasawa, 2009). However, soushokukei danshi’s inability to sustain long-term, sexual relationships is more likely a result of their low income than their purported lack of interest in sex. Spa!, a Japanese marketing firm, surveyed men between the ages of 25 and 39 who earned less than 2 million yen (roughly $24,000) a year, a benchmark for classifying the “working poor,” and found that 65% of men in this bracket are discontent with their sex lives, 19.3% have given up on sex, and 20% are still virgins. The video game company Konami finds that 20% of men surveyed expressed interest in dating a female video game character. There are now a variety of love simulation games, such as Love Plus, which allow players to date video game avatars.
Abstract: In Soushoku Danshi Sedai Heisei Danshi Zukan (Handbook of Man in the Heisei Period), Maki Fukasawa (2009) coins the term soushokukei danshi (“grass-eating type men” or “herbivore men”) to describe heterosexual Japanese men who lack ambition, engage in feminine consumption practices, and shirk relationships with the opposite sex. Typically young men between the ages of 20 and 34, soushokukei danshi are less status conscious than men from previous generations; rather than pursue corporate careers, they prefer lower paying, less demanding jobs. A key marker of soushokukei danshi is their feminized consumption practices, which include shopping, beautification practices, and fine dining. Rather than pursue relationships with women, they prefer being alone playing video games and surfing the Internet. As a result of their consumption practices, the popular media labels them “girly men” or “ladylike.” Soushokukei danshi are not social deviants, but rather an emergent form of Japanese masculinity. In Japan, aggressive masculinities embodied by the salaryman and nikushokukei danshi (“meat-eating type men” or “carnivore men”) represent masculine ideals, but a shift in masculine values is under way (Dasgupta, 2009). According to a 2009 study conducted by M1 F1 Soken, a marketing research firm, 60% of unmarried Japanese men between the ages of 20 and 34 identify themselves as soushokukei danshi. The finding that many Japanese men associate themselves with “feminized” masculinity is notable in a society that was once considered the most masculine in the world.
---
Soushokukei danshi consumption practices echo those of Western metrosexuals (Rinallo, 2007; Simpson, 2002; Tuncay, 2006; Tuncay & Otnes, 2008b). They are fashion conscious and sport ensembles that are considered feminine by Japanese society, such as tight pants with long flowing shirts. They are also concerned with their body and engage in beautification practices such as slimming treatments, day spas, facials, and eyebrow grooming practices (Miller, 2003). Other consumption practices include shopping, taking leisurely walks, and eating fine desserts. In everyday parlance, soushokukei danshi consumption is feminine because beautification and shopping are activities that are traditionally gendered female (Davis, 2003; Otnes & McGrath, 2001; Roberts, 1998).
Soushokukei danshi exhibit a weak career orientation. Many contemporary Japanese men reject traditional masculine ideals of elite education, high income, and physical stature (Roberson & Suzuki, 2003). Rather than pursuing upward social mobility through an intense work ethic, they prefer comfortable lifestyles, which allow time for hedonic pursuits. Aphorisms like “life is short” and “doing okay is okay” drive their life philosophies. But there is a trade-off. To maximize their leisure time, many soushokukei danshi select jobs with lower salaries.
Soushokukei danshi are heterosexual men, but are purportedly uninterested in relationships with the opposite sex (Fukasawa, 2009). However, soushokukei danshi’s inability to sustain long-term, sexual relationships is more likely a result of their low income than their purported lack of interest in sex. Spa!, a Japanese marketing firm, surveyed men between the ages of 25 and 39 who earned less than 2 million yen (roughly $24,000) a year, a benchmark for classifying the “working poor,” and found that 65% of men in this bracket are discontent with their sex lives, 19.3% have given up on sex, and 20% are still virgins. The video game company Konami finds that 20% of men surveyed expressed interest in dating a female video game character. There are now a variety of love simulation games, such as Love Plus, which allow players to date video game avatars.
Sex differences in familiarity and valence were found for 70 iOS smiley emojis; women reported greater overall use of emojis and had higher familiarity ratings, & rated the negative emojis as more negative than did the men
Sex differences in emoji use, familiarity, and valence. Lara L. Jones et al. Computers in Human Behavior, February 20 2020, 106305. https://doi.org/10.1016/j.chb.2020.106305
Highlights
• Sex differences in familiarity and valence were found for 70 iOS smiley emojis.
• Women reported greater overall use of emojis and had higher familiarity ratings.
• Women rated the negative emojis as more negative than did the men.
• No sex differences in valence judgments were found for the positive emojis.
Abstract: Emojis (particularly smiley emojis, ☺) are increasingly used in computer-mediated communication as well as in applied domains within marketing, healthcare, and psychology. The emotional negativity bias in the facial emotion processing literature posits that women are more sensitive to negative facial emotion than are men. Given the similarity in neural processing between human faces and smiley emojis, women may likewise view negative smiley emojis as more negative than do men. Moreover, the familiarity of the emoji and the participants' overall emoji use may increase the positivity of the emoji. To investigate these potential influences of sex, familiarity, and emoji use on the valence of smiley emojis, we assessed the familiarity and the perceived valence for 70 iOS facial emojis in a large sample (N = 299; 163 women) of United States college students (Mage = 19.66, SDage = 2.72). Results indicated higher emoji usage and familiarity ratings for women than for men. In assessing valence we found higher overall positive ratings for men than for women. Consistent with the emotional negativity bias, this sex difference was limited to the negative smiley emojis with no sex difference in valence for the positive emojis. The obtained sex differences in smiley emojis’ use, familiarity, and valence are an important consideration in the selection of such stimuli in future studies.
Highlights
• Sex differences in familiarity and valence were found for 70 iOS smiley emojis.
• Women reported greater overall use of emojis and had higher familiarity ratings.
• Women rated the negative emojis as more negative than did the men.
• No sex differences in valence judgments were found for the positive emojis.
Abstract: Emojis (particularly smiley emojis, ☺) are increasingly used in computer-mediated communication as well as in applied domains within marketing, healthcare, and psychology. The emotional negativity bias in the facial emotion processing literature posits that women are more sensitive to negative facial emotion than are men. Given the similarity in neural processing between human faces and smiley emojis, women may likewise view negative smiley emojis as more negative than do men. Moreover, the familiarity of the emoji and the participants' overall emoji use may increase the positivity of the emoji. To investigate these potential influences of sex, familiarity, and emoji use on the valence of smiley emojis, we assessed the familiarity and the perceived valence for 70 iOS facial emojis in a large sample (N = 299; 163 women) of United States college students (Mage = 19.66, SDage = 2.72). Results indicated higher emoji usage and familiarity ratings for women than for men. In assessing valence we found higher overall positive ratings for men than for women. Consistent with the emotional negativity bias, this sex difference was limited to the negative smiley emojis with no sex difference in valence for the positive emojis. The obtained sex differences in smiley emojis’ use, familiarity, and valence are an important consideration in the selection of such stimuli in future studies.
Environmental enrichment (EE) reduces sucrose seeking and taking by rats; both overnight (acute) and one month (chronic) EE reduce sucrose seeking and taking
Environmental enrichment reduces food seeking and taking in rats: A review. Jeffrey W. Grimm, Frances Sauter. Pharmacology Biochemistry and Behavior, February 19 2020, 172874. https://doi.org/10.1016/j.pbb.2020.172874
Highlights
• Environmental enrichment (EE) reduces sucrose seeking and taking by rats.
• Both overnight (acute) and one month (chronic) EE reduce sucrose seeking and taking.
• Effects persist for over 8 h within-session and over 48 h between-sessions.
• EE may alter dopamine signaling in meso-cortico-limbic terminals.
• EE may affect processing of incentive valence.
Abstract: Environmental enrichment (EE) for rodents is generally defined as providing subjects with an environment enhanced with access to conspecifics, novel and tactile stimuli, and in many preparations, more space. EE exposure, in particular as an “intervention” in adult rodents, decreases food and drug seeking and taking. This review focuses on the reduction of sucrose seeking and taking in rats assessed in operant-based procedures. The operant-based model provides a means to evaluate addiction-related behaviors. Findings using the model might translate to clinically-relevant addiction behaviors directed towards both drugs and food. Both overnight (acute) and one month (chronic) EE effects on behavior are described, including a recent evaluation of the persistence of EE effects following its removal. EE effects on neurobiology related to sucrose seeking using the model are outlined, with a special emphasis on meso-cortico-limbic terminals. Overall, our working hypothesis for how EE reduces sucrose seeking and taking is that EE alters processing of incentive valence. This may also be accompanied by changes in learning and affect. Anti-seeking and anti-taking effects of EE have translational implications for the prevention and treatment of both drug addiction and food-focused behaviors (“food addiction”).
Highlights
• Environmental enrichment (EE) reduces sucrose seeking and taking by rats.
• Both overnight (acute) and one month (chronic) EE reduce sucrose seeking and taking.
• Effects persist for over 8 h within-session and over 48 h between-sessions.
• EE may alter dopamine signaling in meso-cortico-limbic terminals.
• EE may affect processing of incentive valence.
Abstract: Environmental enrichment (EE) for rodents is generally defined as providing subjects with an environment enhanced with access to conspecifics, novel and tactile stimuli, and in many preparations, more space. EE exposure, in particular as an “intervention” in adult rodents, decreases food and drug seeking and taking. This review focuses on the reduction of sucrose seeking and taking in rats assessed in operant-based procedures. The operant-based model provides a means to evaluate addiction-related behaviors. Findings using the model might translate to clinically-relevant addiction behaviors directed towards both drugs and food. Both overnight (acute) and one month (chronic) EE effects on behavior are described, including a recent evaluation of the persistence of EE effects following its removal. EE effects on neurobiology related to sucrose seeking using the model are outlined, with a special emphasis on meso-cortico-limbic terminals. Overall, our working hypothesis for how EE reduces sucrose seeking and taking is that EE alters processing of incentive valence. This may also be accompanied by changes in learning and affect. Anti-seeking and anti-taking effects of EE have translational implications for the prevention and treatment of both drug addiction and food-focused behaviors (“food addiction”).
Too much of a good thing? Excessive technology use is not uniquely harmful to mental health; additionally, the negative effects of excessive technology use on psychopathology are partly explained by self-criticism
Zendle, David. 2020. “Too Much of a Good Thing? Excessive Use Across Behaviours and Associations with Mental Health.” PsyArXiv. February 19. doi:10.31234/osf.io/pnx2e
Abstract
Background and Aims: The case for the existence of pathological video game and social media use is often supported by two arguments. First, that excessive usage of these technologies is particularly associated with psychopathological conditions such as depression and anxiety. Second, that specific features of these technologies make them particularly likely to be used to excess. However, it is presently unclear whether this is the case.
Design: Two large scale online surveys were conducted on representative samples of UK adults. The first (n=1430) investigated correlations between psychopathology and excessive engagement in a variety of common leisure pursuits including video gaming and social media use. The second (n=1184) examined whether video games and social media were more likely to be engaged in to excess than other common pursuits.
Sample Studied: Two nationally representative samples of UK adults aged 18+ were recruited via prolific.co, an online panel provider.
Measurements: Excessive engagement in a variety of activities were measured via adaptations of the Internet Gaming Disorder Scale. Depression and anxiety were measured via administration of the PHQ-9 and GAD-7 respectively.
Findings: Excessive engagement in all measured activities was linked to both depression and anxiety. All relationships were of a clinically important magnitude. Using IGD criteria, excessive gaming was more prevalent than excessive engagement in other leisure pursuits. It is unclear whether this reflects actual differences in excessive use or limitations of the IGD symptoms. Relationships remained significant when self-criticism was accounted for, but were reduced in magnitude to potentially sub-clinical levels.
Conclusions: Links to psychopathology were similar across a wide variety of activities, suggesting that excessive technology use is not uniquely harmful to mental health. Additionally, the negative effects of excessive technology use on psychopathology are partly explained by self-criticism, highlighting the importance of this factor in the future measurement of behavioural overuse conditions. Using IGD criteria, excessive gaming is more prevalent than excessive engagement in other activities, which may reflect either the special nature of games, or problems with the IGD criteria.
Abstract
Background and Aims: The case for the existence of pathological video game and social media use is often supported by two arguments. First, that excessive usage of these technologies is particularly associated with psychopathological conditions such as depression and anxiety. Second, that specific features of these technologies make them particularly likely to be used to excess. However, it is presently unclear whether this is the case.
Design: Two large scale online surveys were conducted on representative samples of UK adults. The first (n=1430) investigated correlations between psychopathology and excessive engagement in a variety of common leisure pursuits including video gaming and social media use. The second (n=1184) examined whether video games and social media were more likely to be engaged in to excess than other common pursuits.
Sample Studied: Two nationally representative samples of UK adults aged 18+ were recruited via prolific.co, an online panel provider.
Measurements: Excessive engagement in a variety of activities were measured via adaptations of the Internet Gaming Disorder Scale. Depression and anxiety were measured via administration of the PHQ-9 and GAD-7 respectively.
Findings: Excessive engagement in all measured activities was linked to both depression and anxiety. All relationships were of a clinically important magnitude. Using IGD criteria, excessive gaming was more prevalent than excessive engagement in other leisure pursuits. It is unclear whether this reflects actual differences in excessive use or limitations of the IGD symptoms. Relationships remained significant when self-criticism was accounted for, but were reduced in magnitude to potentially sub-clinical levels.
Conclusions: Links to psychopathology were similar across a wide variety of activities, suggesting that excessive technology use is not uniquely harmful to mental health. Additionally, the negative effects of excessive technology use on psychopathology are partly explained by self-criticism, highlighting the importance of this factor in the future measurement of behavioural overuse conditions. Using IGD criteria, excessive gaming is more prevalent than excessive engagement in other activities, which may reflect either the special nature of games, or problems with the IGD criteria.
Both helpers and recipients reported that the benefits of help outweighed the costs (i.e., the help was non-zero-sum); helpers underestimated the degree to which recipients felt indebted as a result of receiving help
Helping behavior is non-zero-sum: Helper and recipient autobiographical accounts of help. Michael R. Ent et al. Evolution and Human Behavior, February 19 2020. https://doi.org/10.1016/j.evolhumbehav.2020.02.004
Abstract: In three studies (n = 427), participants wrote and answered questions about autobiographical episodes involving helping behavior from the perspective of the helper vs. the recipient. Both helpers and recipients reported that the benefits of help outweighed the costs (i.e., the help was non-zero-sum). Helpers underestimated the degree to which recipients felt indebted as a result of receiving help. Recipients displayed a pattern of language use indicative of self-focus to a greater extent than helpers. These effects were found whether helpers and recipients reflected on the same helping episode (Study 1) or different episodes (Studies 2 and 3). People who recalled helping strangers reported that the benefits outweighed the costs to a greater extent than those who recalled helping friends or family members (Study 3), largely because the costs were greater when helping friends and family.
Abstract: In three studies (n = 427), participants wrote and answered questions about autobiographical episodes involving helping behavior from the perspective of the helper vs. the recipient. Both helpers and recipients reported that the benefits of help outweighed the costs (i.e., the help was non-zero-sum). Helpers underestimated the degree to which recipients felt indebted as a result of receiving help. Recipients displayed a pattern of language use indicative of self-focus to a greater extent than helpers. These effects were found whether helpers and recipients reflected on the same helping episode (Study 1) or different episodes (Studies 2 and 3). People who recalled helping strangers reported that the benefits outweighed the costs to a greater extent than those who recalled helping friends or family members (Study 3), largely because the costs were greater when helping friends and family.
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