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CMC Senior Theses

Theses/Dissertations

Empathy

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Full-Text Articles in Social Psychology

Empathy: A Tool To Unite?, Patrick Wildman Jan 2018

Empathy: A Tool To Unite?, Patrick Wildman

CMC Senior Theses

I would like to thank my thesis advisor, Professor Bowman, for providing valuable input as I pursued this important topic. I would also like to thank Professor Krauss, my unofficial Psychology advisor.

I would like to thank my parents who raised me to value empathy. Our family-dinner conversations weren’t always pretty, but they served me well as I made the trek from Cincinnati, Ohio to Claremont, California. As we were encouraged to speak, we were required to listen and to try to understand different viewpoints. We didn’t always agree, but the confinements of our home forced us to understand not …


Extraversion, Empathy, And Humor Style: An Investigation Of The Introverted Sense Of Humor, Phillip Jauregui Jan 2017

Extraversion, Empathy, And Humor Style: An Investigation Of The Introverted Sense Of Humor, Phillip Jauregui

CMC Senior Theses

The present study assesses the effects of extraversion, empathy, and humor style on humor score, while specifically focusing on the introverted sense of humor. 129 participants recruited through Amazon Mechanical Turk took a survey consisting of the extraversion subscale of the Ten Item Short Version of the Big Five Inventory, the Humor Styles Questionnaire, and the Interpersonal Reactivity Index. The study supported previous findings in which extraversion positively relates to humor such that extraverts reported a greater usage of humor than did introverts. More specifically, both extraverts and introverts use adaptive humor styles (i.e. affiliative and self-enhancing humor) more than …


Virtual Into Verisimilitude: Videogames' Ability To Induce Empathy, Blake T. Bennett Jan 2012

Virtual Into Verisimilitude: Videogames' Ability To Induce Empathy, Blake T. Bennett

CMC Senior Theses

The current study seeks to link traditional forms of empathy induction with new research that suggests videogames can be used as an experiential method of induction. One hundred-nine college students, sixty-four females and forty-six males, were used in a 2x2x2 design, the independent variables being prosocial/neutral videogame, empathic/neutral instructions, and gender. Dependent variables were both questionnaire responses to a fictional story and an opportunity to be realistically altruistic. Participants played either a prosocial or neutral videogame, received either empathic or neutral reading instructions, and then read a vignette depicting a difficult situation faced by the writer. They then rated their …