Author Question: Taking into account research on factors that increase informational social influence, which game ... (Read 112 times)

ARLKQ

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Taking into account research on factors that increase informational social influence, which game contestant is most likely to yield to the informational social influence provided by teammates or the audience?
 
  a. Joaquin, playing a television game show, who answers a question whose answer he is uncertain of
  b. Tatsuo, playing a television game show, who answers a question whose answer seems obvious to him
  c. Marcus, playing a game with his younger cousins, when he is unsure of the answer
  d. Yuriko, playing a game with her family, who answers a question whose answer she knows

Question 2

It could be argued that participants in Muzafer Sherif's (1936) study converged in their estimates of the amount of movement of a point of light because they were avoiding public embarrassment or social censure from other participants.
 
  Sherif demonstrated that this was unlikely when he found similar results
  a. when participants completed the task with their friends.
  b. two years later.
  c. when participants later completed the task alone.
  d. when participants completed an auditory task in groups.



JaynaD87

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Answer to Question 1

Answer: A

Answer to Question 2

Answer: C



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