In: Psychology
Twelve-year-old Aiden loved soccer. That’s why it was sheer torture for him to miss even a minute of recess. All morning long, he waited for the chance to escape his classroom and run to the field outside his school to play during lunchtime. Unfortunately, today Aiden was late for recess because he had “lunch duty” and it was his responsibility to make sure the tables were clean after everyone had eaten. When he was finished, Aiden dashed to the soccer field. Dismayed, he discovered that the other boys had already started and were in the middle of a close game. “Which team should I be on?” Aiden asked one of the boys. The boy responded curtly, “Neither. Take a seat.” Another boy said, “Yeah. The game’s too close.” Several other boys snickered and then ran off after the ball. Aiden felt a rush of warmth spread from the middle of his chest to the center of his face. He didn’t know exactly how he felt. Was it pain? Disappointment? Rejection? Anger? Whatever the feeling, it was not good and Aiden knew he needed to do something about it.
1. Identify the six main components of Crick and Dodge’s (1994, 1996) socialinformation processing model.
2. If Aiden was a boy with a history of reactive aggression, what sort of biases might he show in his social information processing?
3. If Aiden was a boy with a history of proactive aggression, what sort of biases might he show in his social information processing?
4. After Aiden enacts his solution to this social problem, how does the social information-processing model repeat itself?
5. If you were Aiden’s therapist, how might you use problem-solving skills training (PSST) to help him avoid conflicts with peers?
SOCIAL-COGNITIVE MODELS AND SKILLS
Researchers studying social competence have been interested
not only in specific social skills but also in the types of
social-cognitive processes that might underlie individuals’
behavioral choices.
A variety of theories propose that individual differences in social information processing skills may help explain why people confronted with the same social situation may choose to act in very different ways.
For example, two children may be teased by a peer. One child may perceive this as harmless play and may laugh, whereas another child may interpret this as mean and threatening and may choose to act aggressively toward the peer. Many theorists (e.g., Crick & Dodge, 1994; Dodge, 1986; Ladd & Crick, 1989; Lemerise & Arsenio, 2000) suggest that distortions or deficiencies in social information processing may lead to maladaptive behavior.
Thus, in addition to focusing on improving specific social behaviors in social skills intervention programs, it seems that social-cognitive variables can be an important target for treatment as well (e.g., Guerra & Slaby, 1990; Hudley & Graham, 1993).
In fact, social-cognitive processes can be viewed as social skills themselves. Let us discuss various social-cognitive models will be reviewed and the ways in which social-cognitive variables have been assessed in children, adolescents, and adults will be presented.
THEORETICAL MODELS OF SOCIAL INFORMATION PROCESSING
Among the most influential social-cognitive models in
recent years is the model of social information processing proposed
by Crick and Dodge (1994), which is a modification of a model
originally suggested by Dodge (1986). According to this model,
individuals approach a specific social situation with social
knowledge, schemas (e.g., scripts for how to join a group), and a
database of memories of their past social experiences (e.g.,
memories of having many
group entry attempts rejected).
They then receive as input a set of social cues (e.g., group members rejecting their entry attempt), and their behavioral response is a function of how they process those cues. These processing steps include (1) encoding of external and internal cues, (2) interpretation of those cues, (3) selection of goals, (4) response access, (5) response decision, and (6) behavioral enactment.
Importantly, although Crick
and Dodge propose six steps of processing, they do not view social
information processing as strictly linear in nature. Instead, they
believe that each processing step may influence the others through
a series of
feedback loops.As a person interacts with others, he or she
initially encodes and interprets social cues.
During these first two processing steps, the individual is
guided by relevant social knowledge that is based on previous
experiences. This knowledge may play an important role in the
social attributions a person makes, such as interpretations of a
peer’s intent. For example, a child who has a history of being
frequently victimized by peers is apt to attribute an act, such as
a peer breaking the child’s toy, to the peer’s hostile intentions
rather than to accidental circumstances.
In the third step of social information processing, the
person generates possible goals for the situation. The goal given
highest priority by the individual is likely to elicit related
behavioral strategies. For instance, a retaliation goal is
associated with aggressive strategies.
In the fourth step of processing, the individual engages in
response access, searching longterm memory for possible behavioral
strategies for the situation. If, for example, a person’s social
strategy repertoire contains primarily aggressive responses, it is
likely that a variety of possible aggressive strategies will be
accessed.
In the fifth step of social information processing, the
individual decides on a specific behavioral response. At this step,
several social-cognitive constructs are likely to come into play.
When deciding upon a particular response, the person should feel
confident that he or she could successfully produce that behavior
(i.e., feelings of self-efficacy). In addition, the
individual should expect that the behavior would result in positive
outcomes (i.e., outcome expectations). Finally, the person should
view the response as being appropriate according to one’s own moral
rules or values (e.g., beliefs about the legitimacy of
aggression.).
Assuming that such positive
evaluations are made regarding the selected behavior, the sixth
processing step involves enacting the response choice. Notably,
though six steps of information processing are proposed by Crick
and Dodge
(1994), the model does incorporate feedback loops. For example, it
may be that those who tend to interpret a protagonist’s intent as
hostile may be prompted to place higher priority on retaliation
goals, but it also may be that those who are greatly concerned
about retaliation may be predisposed to interpret someone’s
intentions in a hostile manner.
Although Crick and Dodge
suggest that each social-cognitive variable may predict behavior,
they also assert
that behavior is best predicted by multiple variables. Lemerise and
Arsenio (2000) have proposed some modifications to the Crick and
Dodge (1994) model, resulting in an integrated model of emotional
processes and cognition in social
information processing. Briefly, Lemerise and Arsenio assert that
emotion plays a critical role in each step of the model.
Individuals who are confronted with a social situation face that
encounter with a certain emotional style (e.g., intensity of
expressing and experiencing emotions) and a specific level of
arousal or mood.
As an individual interacts
with another person, that person’s affective cues are an important
source of information to be encoded and interpreted. Likewise, goal
selection, as well as response generation, decision, and enactment
can all be impacted by the emotional experience of the individual
and the interaction partner. For example, aroused negative emotion
in response to a partner displaying negative affect may contribute
to the selection of an antisocial goal and ultimately an aggressive
response.
An emotion component is also included in a model of
social-cognitive processing proposed by Ladd and Crick (1989). They
suggested that in response to a specific social situation,
individuals pursue certain goals, but that self-perceptions and
emotions play an important role in social information processing as
well.
The basic unit of Ladd and Crick’s (1989) model is the social exchange (e.g., an interaction between a child and peer), and the focus is on what factors (e.g., goal priorities, attributions about the self, emotional state) precede behavioral enactment and what factors are involved in response evaluation.
For example, a prosocial goal and an attribution that one’s social success is due to effort may motivate the individual to select prosocial behavioral strategies. Then, as the person assesses the outcome of the social exchange, that individual may persist with the selected goal or revise it as the social interaction continues.
In his attribution theory, Weiner (1985) emphasizes that
individuals are concerned with determining the perceived causes of
behavior and events, including social interactions and academic
achievement outcomes. According to Weiner’s theory, there are three
underlying dimensions of causes. The first islocus, in which the
individual must decide whether a cause
is internal (e.g., lack of social ability) or external (e.g., bad
mood of the interaction partner).
The second dimension is stability, which identifies a cause as constant or changing over time. The third dimension is controllability, or whether a cause is subject to volitional influence. The attributions a person makes can have a strong impact on factors such as behavioral choices, expectancy of success, and emotion. For example, an individual who is victimized by peers may attribute this experience to external, stable, and uncontrollable factors.
In turn, the individual may
decide to withdraw socially, expect future harassment, and feel
hopeless. Selman and colleagues (Selman, Beardslee, Schultz, Krupa,
& Podorefsky, 1986) proposed the Interpersonal Negotiation
Strategies (INS) model. According to this model, four information
processing issues are central as individuals engage in social
problem solving. The first process involves the definition of the
problem. The individual must evaluate the specific
problem in terms of the relationship (i.e., whether the problem is
a mutual one or whether the focus is on one person). The second
process focuses on the action to be taken (i.e., the strategy or
strategies suggested to deal with the dilemma). The third process
involves considering the consequences of the solution
proposed.
These include consequences to the protagonist, the significant other, and the relationship between the two people. The fourth process takes into account the complexity of feelings expressed. The person must consider the effect of the solution on the emotions of those involved. According to this model, the individual’s use of strategies may vary depending on the context (e.g., status difference between interaction partners, type of relationship).
Bandura’s (1977) self-efficacy theory proposes that
individuals’ level of confidence in their ability to successfully
perform a certain behavior will impact whether that behavior will
be initiated, how much effort will be exerted, and how long the
behavior will be attempted in the face of challenge. According to
Bandura, expectations of personal efficacy come from
four principal sources of information, including performance
accomplishments, vicarious experience, verbal persuasion, and
emotional arousal. Bandura distinguishes self-efficacy perceptions
from outcome expectations. Outcome expectations are defined as an
individual’s estimate that a given behavior will result in a
particular outcome. Outcome expectations and self-efficacy
perceptions are distinct because an individual may believe that a
certain behavior will lead to a specific consequence, but that
person may not think that he or she could successfully carry out
that particular behavior.
For example, the individual may believe that using negotiation strategies may lead to the peaceful resolution of a conflict, but she may not think she is a very effective negotiator. Conversely, a person may believe that she could effectively carry out a behavior but may not expect that behavior to result in the desired outcome.
Thus, both self-efficacy perceptions and outcome
expectations impact individuals’ behavioral choices. All of these
theoretical models highlight specific types of social-cognitive
variables that may operate as individuals decide on behavioral
responses in social situations.
The models differ in the specific variables that are emphasized, but across these models certain socialcognitive processes are viewed as playing significant roles in predicting individuals’ social behavior. These variables include attributions of hostile intent, attributions for social success or failure, social goals, strategy knowledge, self-efficacy perceptions, outcome expectations, and beliefs about the legitimacy of aggression.
Each of these social-cognitive processes will be discussed below, with a focus on some of the most common ways these variables have been assessed in children, adolescents, and adults.