In this article, we explore the process and implications of stereotype threat for women in leadership, broadly construed. First, we provide a brief background on the phenomenon of stereotype threat generally. Next, we explore stereotype threat for women in leadership by reviewing a model of stereotype threat in leadership contexts that includes cues to stereotype threat, consequences of stereotype threat, and moderators of stereotype threat appraisals and responses. In this review, in addition to considering research focused squarely on leadership, we include the broader categories of research examining stereotype threat effects in the workplace and in tasks and domains relevant to leadership. Finally, we examine implications for future research and explore practices to reduce the potential for negative stereotype threat effects.Managing to clear the air 3
Managing to clear the air:Stereotype threat, women, and leadership
The current study examined how assessments of copresence in an immersive virtual environment are influenced by variations in how much an embodied agent resembles a human being in appearance and behavior. We measured the extent to which virtual representations were both perceived and treated as if they were human via self-report, behavioral, and cognitive dependent measures. Distinctive patterns of findings emerged with respect to the behavior and appearance of embodied agents depending on the definition and operationalization of copresence. Independent and interactive effects for appearance and behavior were found suggesting that assessing the impact of behavioral realism on copresence without taking into account the appearance of the embodied agent (and vice versa) can lead to misleading conclusions. Consistent with the results of previous research, copresence was lowest when there was a large mismatch between the appearance and behavioral realism of an embodied agent.
As growth mindset interventions increase in scope and popularity, scientists and policymakers are asking: Are these interventions effective? To answer this question properly, the field needs to understand the meaningful heterogeneity in effects. In the present systematic review and meta-analysis, we focused on two key moderators with adequate data to test: Subsamples expected to benefit most and implementation fidelity. We also specified a process model that can be generative for theory. We included articles published between 2002 (first mindset intervention) through the end of 2020 that reported an effect for a growth mindset intervention, used a randomized design, and featured at least one of the qualifying outcomes. Our search yielded 53 independent samples testing distinct interventions. We reported cumulative effect sizes for multiple outcomes (i.e., mindsets, motivation, behavior, end results), with a focus on three primary end results (i.e., improved academic achievement, mental health, or social functioning). Multilevel metaregression analyses with targeted subsamples and high fidelity for academic achievement yielded, d = 0.14, 95% CI [.06, .22]; for mental health, d = 0.32, 95% CI [.10, .54]. Results highlighted the extensive variation in effects to be expected from future interventions. Namely, 95% prediction intervals for focal effects ranged from −0.08 to 0.35 for academic achievement and from 0.07 to 0.57 for mental health. The literature is too nascent for moderators for social functioning, but average effects are d = 0.36, 95% CI [.03, .68], 95% PI [−.50, 1.22]. We conclude with a discussion of heterogeneity and the limitations of meta-analyses.
We assessed the utility of using immersive virtual environment (IVE) technology for social psychological research by attempting to replicate two classic social influence effects. Specifically, we sought to replicate the classic social facilitation/inhibition effects wherein individuals' performance on a task is affected by the presence of others. Within an IVE, participants mastered one of two tasks and subsequently performed the mastered or nonmastered task either alone or in the presence of a virtual human audience whom they were led to believe were either computer-controlled agents or human-controlled avatars. Those performing in the presence of avatars demonstrated classic social inhibition performance impairment effects relative to those performing alone or in the presence of agents. We discuss important elements involved in the experience of social influence within immersive virtual environments.
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