The Affect infusion model (AIM) is a theoretical model in the field of human psychology. Developed by social psychologist Joseph Paul Forgas in the early 1990s, it attempts to explain how affect impacts one's ability to process information. A key assertion of the AIM is that the effects of affect tend to be exacerbated in complex situations that demand substantial cognitive processing. In simpler words, as situations become more complicated and unanticipated, mood becomes more influential in driving evaluations and responses.
Forgas defined the term affect infusion as "the process whereby affectively loaded information exerts an influence on and becomes incorporated into the judgmental process, entering into the judge's deliberations and eventually coloring the judgmental outcome". [1] In other words, a process that determines the degree to which mood can affect our judgement. According to the AIM, affect (mood and emotion) exerts a notable influence not only on information processing but on the resulting response behaviors as well. For example, if a person receives an inordinately large electric bill, they will respond differently if they have had a relaxing and stress-free day than they will if they have just been stuck in traffic for two hours. Under this latter circumstance, the person will experience high levels of affect infusion, as their agitated state will be made worse upon seeing the electric bill.
An assumption of the AIM is that this effect will generally occur more strongly as the complexity of a situation increases. Highly complex situations can exhibit a number of qualities, such as the amount of effort needed to process the information, whether the situation is familiar or entirely new and how severely the situation affects the person. Some common activities that tend to produce high affect infusion include: choosing whether or not to drink or take drugs, selecting or getting to know a new partner, explaining a conflict or allocating rewards to a group. [2]
According to Forgas, the varying levels of affect infusion can be seen as a continuum, with four alternative processing strategies as markers along that continuum. These strategies represent the different degrees of severity in which mood exerts its influence. In identifying these strategies, two important differentiating factors are considered:
Several factors related to the judgment target, context, and judger influence which processing strategy is selected. [4]
The least intensive of the four, direct access processing, involves reproducing a stored reaction, that is, repeating a response that has been given before to a similar situation. According to the AIM, the influence of mood on cognition will be least severe during this type of processing.
Motivated processing usually involves specific and targeted search strategies with a direct informational goal in mind. This strategy also involves little influence from mood, as the individual in question will have a fairly clear idea of what information he or she needs (although it is higher on the continuum than direct access processing).
Heuristic processing assumes that affective processing, or emotional processing, occurs outside our awareness, with people simply making sense of their emotional reactions as they happen. Thus, affective experience provides people with information about themselves, including their tendencies and implicit judgments. This process is also known as the "affect-as-information" mechanism. [5]
Also called systematic processing, this strategy involves the most elaborate cognitive processing and appears highest on the continuum, as it is the most powerfully affected by mood. The reason substantive processing is most apt to be infused by affect is because mood can affect each stage in the cognition process: attention, encoding, retrieval, and association.
Taken as a whole, Forgas has identified two overarching conditions under which mood is most likely to affect information processing:
Because mood itself is relatively complex, being the sum of many smaller emotional experiences with no single cause, pinpointing its real-world influence is no easy task. But scholars have used the AIM to examine a number of social phenomena with a variety of results. One area of research involving the AIM concerns the model's role in understanding an individual's propensity for risk taking. Since risky behavior can trigger a complex and varied set of emotional responses (elation, fear, acceptance, etc.), a person's mood might be expected to play a substantial and unpredictable role in any choice to take heavy risks. If a person is in a good mood, he or she might be more likely to appraise the risk positively and be willing to accept any consequences in advance. But even if they are in a bad mood, they could be more likely to rebel against their cultural norms and take the risk anyway.[ citation needed ]
This relationship has been examined in a particular experiment by attempting to manipulate a person's mood in order to produce infusion responses. [6] The hypothesis is that the "risk taking tendency is greater for those individuals who are in a happy mood than for those who are in a sad mood". [7] Participants in this experiment were exposed to one of three priming movies (happy, sad, or neutral) and then measured on a risk-taking scale. The researchers divided the sample into two units of separation, one being age (old and young) and the other being mood valence (happy, neutral and sad). Not only did their data confirm their hypothesis for both younger and older participants, but it also confirmed the AIM as a legitimate instrument for studying the complexities of mood.
Another study examined how the AIM relates to a specific type of risk behavior: gambling. It investigated how mood affects an individual's sustained inclination to gamble, especially among non-regular gamblers. [8] The researchers separated regular and non-regular gamblers and measured how their moods affected their experiences on the gaming floor. Specifically, they expected non-regular gamblers in a good mood to be more persistent than non-regular gamblers in a bad mood. This is because gambling, when it is a new and unfamiliar experience, complete with the bright lights and colors that are a feature of the average casino, requires a great deal of information processing, making it especially unattractive to someone in a bad mood. Their research confirmed this notion, but in addition, it was used to positively identify depression as a causal factor of addictive gambling, when the casino has become a familiar environment.
In striving for a deeper understanding of the AIM, scholars have examined different types of behavior that can be expected when affect (mood and emotion) strongly influences information processing. [9] This is by no means an exact science, as the behavioral consequences of affect are usually indirect and varied, but they have been able to show that "affective states have a subtle and cognitively mediated influence on the ways people perform or inhibit complex strategic behaviors" (p. 206). In other words, emotion influences thinking and behavior in subtle ways. A person in a strongly positive mood may be more confident and use more direct interpersonal behaviors than they would if they were in a bad mood. They may feel 'untouchable' due to the many good things that have happened to them and approach complex situations with an increased level of assurance. As the research has shown, this effect becomes greater as a situation becomes more complex.
In this sense, the AIM is a potential instrument for propaganda campaigns that promote a link between positive affect and desired behavior. For example, many failed attempts to dissuade adolescents from smoking have involved morbid and gloomy advertisements that only serve to depress their viewers. According to the AIM, messages that establish a comfortable atmosphere and focus not on the consequences of smoking but on the benefits of not smoking would probably be more successful.
Along with a clearer understanding of the effect of mood on a person's information processing, the AIM also provides a guide by which researchers can design experiments to investigate the effect of sending persuasive messages to subjects. One important area of research involves the concept of 'mood congruence', or how the results of mood compare to the mood itself. It has been found that 'mood congruence' occurs when a person exhibits a positive relationship between his or her mood and a dependent variable; essentially, as the strength of the mood increases or decreases, so the performance measured by this variable increases or decreases correspondingly. Conversely, 'mood incongruence' occurs when a person exhibits a negative relationship between mood and the dependent variable; thus, as mood increases, performance decreases and vice versa. [10]
This distinction has been used to study the relationship between moods and personal goals. For those who are mood congruent, mood generally has a positive relationship with goal motivation, which presents a major opportunity to designers of public health information. [11] According to this line of thought, establishing a positive mood state within the emotional feel of a message and then psychologically connecting that state to the desired behavior would be critical to the message's efficacy.
The AIM has also provided useful insights to other fields. In consumer research, the AIM has helped to explain how males and females differ in their processing of advertising under happy and sad mood states. [12]
A cognitive bias is a systematic pattern of deviation from norm or rationality in judgment. Individuals create their own "subjective reality" from their perception of the input. An individual's construction of reality, not the objective input, may dictate their behavior in the world. Thus, cognitive biases may sometimes lead to perceptual distortion, inaccurate judgment, illogical interpretation, or what is broadly called irrationality.
In psychology, a mood is an affective state. In contrast to emotions or feelings, moods are less specific, less intense and less likely to be provoked or instantiated by a particular stimulus or event. Moods are typically described as having either a positive or negative valence. In other words, people usually talk about being in a good mood or a bad mood. There are many different factors that influence mood, and these can lead to positive or negative effects on mood.
Sadness is an emotional pain associated with, or characterized by, feelings of disadvantage, loss, despair, grief, helplessness, disappointment and sorrow. An individual experiencing sadness may become quiet or lethargic, and withdraw themselves from others. An example of severe sadness is depression, a mood which can be brought on by major depressive disorder or persistent depressive disorder. Crying can be an indication of sadness.
In psychology, attitude is a psychological construct, a mental and emotional entity that inheres in or characterizes a person. They are complex and are an acquired state through experiences. It is an individual's predisposed state of mind regarding a value and it is precipitated through a responsive expression towards oneself, a person, place, thing, or event which in turn influences the individual's thought and action. Most simply understood attitudes in psychology are the feelings individuals have about themselves and the world. Prominent psychologist Gordon Allport described this latent psychological construct as "the most distinctive and indispensable concept in contemporary social psychology." Attitude can be formed from a person's past and present. Key topics in the study of attitudes include attitude strength, attitude change, consumer behavior, and attitude-behavior relationships.
In psychology, an attribution bias or attributional bias is a cognitive bias that refers to the systematic errors made when people evaluate or try to find reasons for their own and others' behaviors. People constantly make attributions—judgements and assumptions about why people behave in certain ways. However, attributions do not always accurately reflect reality. Rather than operating as objective perceivers, people are prone to perceptual errors that lead to biased interpretations of their social world. Attribution biases are present in everyday life. For example, when a driver cuts someone off, the person who has been cut off is often more likely to attribute blame to the reckless driver's inherent personality traits rather than situational circumstances. Additionally, there are many different types of attribution biases, such as the ultimate attribution error, fundamental attribution error, actor-observer bias, and hostile attribution bias. Each of these biases describes a specific tendency that people exhibit when reasoning about the cause of different behaviors.
Metacognition is an awareness of one's own thought processes and an understanding of the patterns behind them. The term comes from the root word meta, meaning "beyond", or "on top of". Metacognition can take many forms, such as reflecting on one's own ways of thinking and knowing when and how to use particular strategies for problem-solving. There are generally two components of metacognition: (1) knowledge about cognition and (2) regulation of cognition.
Depressive realism is the hypothesis developed by Lauren Alloy and Lyn Yvonne Abramson that depressed individuals make more realistic inferences than non-depressed individuals. Although depressed individuals are thought to have a negative cognitive bias that results in recurrent, negative automatic thoughts, maladaptive behaviors, and dysfunctional world beliefs, depressive realism argues not only that this negativity may reflect a more accurate appraisal of the world but also that non-depressed individuals' appraisals are positively biased.
Attitudes are associated beliefs and behaviors towards some object. They are not stable, and because of the communication and behavior of other people, are subject to change by social influences, as well as by the individual's motivation to maintain cognitive consistency when cognitive dissonance occurs—when two attitudes or attitude and behavior conflict. Attitudes and attitude objects are functions of affective and cognitive components. It has been suggested that the inter-structural composition of an associative network can be altered by the activation of a single node. Thus, by activating an affective or emotional node, attitude change may be possible, though affective and cognitive components tend to be intertwined.
Affect, in psychology, refers to the underlying experience of feeling, emotion or mood.
Optimism bias is a cognitive bias that causes someone to believe that they themselves are less likely to experience a negative event. It is also known as unrealistic optimism or comparative optimism.
The negativity bias, also known as the negativity effect, is the notion that, even when of equal intensity, things of a more negative nature have a greater effect on one's psychological state and processes than neutral or positive things. In other words, something very positive will generally have less of an impact on a person's behavior and cognition than something equally emotional but negative. The negativity bias has been investigated within many different domains, including the formation of impressions and general evaluations; attention, learning, and memory; and decision-making and risk considerations.
Hot cognition is a hypothesis on motivated reasoning in which a person's thinking is influenced by their emotional state. Put simply, hot cognition is cognition coloured by emotion. Hot cognition contrasts with cold cognition, which implies cognitive processing of information that is independent of emotional involvement. Hot cognition is proposed to be associated with cognitive and physiological arousal, in which a person is more responsive to environmental factors. As it is automatic, rapid and led by emotion, hot cognition may consequently cause biased decision making. Hot cognition may arise, with varying degrees of strength, in politics, religion, and other sociopolitical contexts because of moral issues, which are inevitably tied to emotion. Hot cognition was initially proposed in 1963 by Robert P. Abelson. The idea became popular in the 1960s and the 1970s.
In social psychology, a motivated tactician is someone who shifts between quick-and-dirty cognitively economical tactics and more thoughtful, thorough strategies when processing information, depending on the type and degree of motivation. Such behavior is a type of motivated reasoning. The idea has been used to explain why people use stereotyping, biases and categorization in some situations, and more analytical thinking in others.
Negative affectivity (NA), or negative affect, is a personality variable that involves the experience of negative emotions and poor self-concept. Negative affectivity subsumes a variety of negative emotions, including anger, contempt, disgust, guilt, fear, and nervousness. Low negative affectivity is characterized by frequent states of calmness and serenity, along with states of confidence, activeness, and great enthusiasm.
In psychology, context-dependent memory is the improved recall of specific episodes or information when the context present at encoding and retrieval are the same. In a simpler manner, "when events are represented in memory, contextual information is stored along with memory targets; the context can therefore cue memories containing that contextual information". One particularly common example of context-dependence at work occurs when an individual has lost an item in an unknown location. Typically, people try to systematically "retrace their steps" to determine all of the possible places where the item might be located. Based on the role that context plays in determining recall, it is not at all surprising that individuals often quite easily discover the lost item upon returning to the correct context. This concept is heavily related to the encoding specificity principle.
Mood repair strategies offer techniques that an individual can use to shift their mood from general sadness or clinical depression to a state of greater contentment or happiness. A mood repair strategy is a cognitive, behavioral, and interpersonal psychological tool used to affect the mood regulation of an individual. Various mood repair strategies are most commonly used in cognitive therapy. They are commonly assigned as homework by therapists in order to help positively impact individuals who are experiencing dysphoria or depression. However, these tools can also be used for individuals experiencing temporary unwanted moods. Many factors go into the effectiveness of mood repair strategies on an individual ranging from the client's self-esteem to their experience with the strategy being used. Even the way the mood repair strategy is presented may have an effect on that strategy's ability to improve mood.
Intuition in the context of decision-making is defined as a "non-sequential information-processing mode." It is distinct from insight and can be contrasted with the deliberative style of decision-making. Intuition can influence judgment through either emotion or cognition, and there has been some suggestion that it may be a means of bridging the two. Individuals use intuition and more deliberative decision-making styles interchangeably, but there has been some evidence that people tend to gravitate to one or the other style more naturally. People in a good mood gravitate toward intuitive styles, while people in a bad mood tend to become more deliberative. The specific ways in which intuition actually influences decisions remain poorly understood. Snap judgments made possible by heuristics are sometimes identified as intuition.
Interpersonal emotion regulation is the process of changing the emotional experience of one's self or another person through social interaction. It encompasses both intrinsic emotion regulation, in which one attempts to alter their own feelings by recruiting social resources, as well as extrinsic emotion regulation, in which one deliberately attempts to alter the trajectory of other people's feelings.
In cognitive psychology the affect-as-information hypothesis, or ‘approach’ is a model of evaluative processing, postulating that affective feelings provide a source of information about objects, tasks, and decision alternatives. A goal of this approach is to understand the extent of influence that affect has on cognitive functioning. It has been proposed that affect has two major dimensions, namely affective valence and affective arousal, and in this way is an embodied source of information. Affect is thought to impact three main cognitive functions: judgement, thought processing and memory. In a variety of scenarios, the influence of affect on these processes is thought to be mediated by its effects on attention. The approach is thought to account for a wide variety of behavioural phenomena in psychology.