We discuss the inverse-U-shaped age pattern, in terms of aging versus cohort influences, and how it complements and extends the existing literature on empathy and age.
Cultural practices socialize people to relate to others in different ways. One critical way in which these interpersonal bonds are formed and maintained is via empathy, our emotional reactivity towards others' internal experiences. However, the extent to which individuals from different cultures vary in their dispositional empathy, and the correlates of these differences, are relatively unknown. Thus, the current study explored cultural variation in empathy, and how this variation is related to psychological characteristics and prosocial behavior across cultures. Evidence from an original sample of 104,365 adults across 63 countries reveals that higher-empathy countries also have higher levels of collectivism, agreeableness, conscientiousness, self-esteem, emotionality, subjective well-being, and prosocial behavior. These findings reveal that empathy is situated within a broader nomological network of other psychological characteristics, emotional expression and experiences, and prosocial behavior across cultures. The current study expands our understanding about how psychological characteristics vary across cultures and how these characteristics can manifest in broader national indicators of prosocial behavior. Abstract word count: 160
The current article examines changes over time in a commonly used measure of adult attachment style. A cross-temporal meta-analysis was conducted on 94 samples of American college students (total N = 25,243, between 1988 and 2011) who chose the most representative description of four possible attachment styles (Secure, Dismissing, Preoccupied, and Fearful) on the Relationship Questionnaire. The percentage of students with Secure attachment styles has decreased in recent years (1988: 48.98%; 2011: 41.62%), whereas the percentage of students with Insecure attachment styles (sum of Dismissing, Preoccupied, Fearful) has increased in recent years (1988: 51.02%; 2011: 58.38%). The percentage of students with Dismissing attachment styles has increased over time (1988: 11.93%; 2011: 18.62%), even after controlling for age, gender, race, and publication status. Positive views of others have declined across the same time period. We discuss possible implications and explanations for these changes.
Modern technologies such as YouTube afford unprecedented access to the skilled performances of other people. Six experiments ( N = 2,225) reveal that repeatedly watching others can foster an illusion of skill acquisition. The more people merely watch others perform (without actually practicing themselves), the more they nonetheless believe they could perform the skill, too (Experiment 1). However, people's actual abilities-from throwing darts and doing the moonwalk to playing an online game-do not improve after merely watching others, despite predictions to the contrary (Experiments 2-4). What do viewers see that makes them think they are learning? We found that extensive viewing allows people to track what steps to take (Experiment 5) but not how those steps feel when taking them. Accordingly, experiencing a "taste" of performing attenuates the illusion: Watching others juggle but then holding the pins oneself tempers perceived change in one's own ability (Experiment 6). These findings highlight unforeseen problems for self-assessment when watching other people.
People adapt to repeated getting. The happiness we feel from eating the same food, from earning the same income, and from many other experiences quickly decreases as repeated exposure to an identical source of happiness increases. In two preregistered experiments ( N = 615), we examined whether people also adapt to repeated giving—the happiness we feel from helping other people rather than ourselves. In Experiment 1, participants spent a windfall for 5 days ($5.00 per day on the same item) on themselves or another person (the same one each day). In Experiment 2, participants won money in 10 rounds of a game ($0.05 per round) for themselves or a charity of their choice (the same one each round). Although getting elicited standard adaptation (happiness significantly declined), giving did not grow old (happiness did not significantly decline; Experiment 1) and grew old more slowly than equivalent getting (happiness declined at about half the rate; Experiment 2). Past research suggests that people are inevitably quick to adapt in the absence of change. These findings suggest otherwise: The happiness we get from giving appears to sustain itself.
People often use their own feelings as a basis to predict others' feelings. For example, when trying to gauge how much someone else enjoys a television show, people might think "How much do I enjoy it?" and use this answer as basis for estimating others' reactions. Although personal experience (such as actually watching the show oneself) often improves empathic accuracy, we found that gaining too much experience can impair it. Five experiments highlight a desensitization bias in emotional perspective taking, with consequences for social prediction, social judgment, and social behavior. Participants who viewed thrilling or shocking images many times predicted first-time viewers would react less intensely (Experiments 1 and 2); participants who heard the same funny joke or annoying noise many times estimated less intense reactions of first-time listeners (Experiments 3 and 4); and further, participants were less likely to actually share good jokes and felt less bad about blasting others with annoying noise after they themselves became desensitized to those events (Experiments 3-5). These effects were mediated by participants' own attenuated reactions. Moreover, observers failed to anticipate this bias, believing that overexposed participants (i.e., repeatedly exposed participants who became desensitized) would make better decisions on their behalf (Experiment 5). Taken together, these findings reveal a novel paradox in emotional perspective taking: If people experience an evocative event many times, they may not become wiser companions but worse, unable to disentangle self-change from other-oriented thinking. Just as lacking exposure to others' experiences can create gaps in empathy and understanding, so may gaining too much.
SignificancePeople readily categorize things as good or bad, a welcome adaptation that enables action and reduces information overload. The present research reveals an unforeseen consequence: People do not fully appreciate this immediacy of judgment, instead assuming that they and others will consider more information before forming conclusions than they and others actually do. This discrepancy in perceived versus actual information use reveals a general psychological bias that bears particular relevance in today’s information age. Presumably, one hopes that easy access to abundant information fosters uniformly more-informed opinions and perspectives. The present research suggests mere access is not enough: Even after paying costs to acquire and share ever-more information, people then stop short and do not incorporate it into their judgments.
Moral and immoral behaviors often come in small doses. A person might donate just a few dollars to charity or cheat on just one exam question. Small actions create ambiguity about when they might reflect a permanent change in an actor's moral character versus simply a passing trend. At what sum of good or bad behaviors do observers believe that others have transformed for better or worse, when their actions begin to reflect "them"? Five experiments reveal that this moral tipping point is asymmetric. People require more evidence to perceive improvement than decline; it is apparently easier to become a sinner than a saint, despite exhibiting equivalent evidence for change. This asymmetry emerges more strongly when targets commit new actions (e.g., begin treating others well or poorly) than when targets cease existing actions (stop treating others well or poorly). This asymmetry in moral judgment fosters inequitable thresholds for reward and punishment.
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