Personality
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- Created by: z_mills1
- Created on: 16-03-15 19:17
Personality
Personality is the sum of an individual's characteristics/traits which make them unique/behave in a certain way.
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Interactionist theories
Explanation of theory:
- mixture of personality traits and the situation/environment
- behaviour can alter in different situations
- Lewin's formula -> B=f(PE) -> behaviour (B) is a function (f) of our personality traits (P) and the environment (E) we find ourselves in
Application of theory:
- Theories suggest performers can be taught to alter their behaviour and improve performance
- Coach identifies aspects of personality or behaviour to be changed
- Creates situations/experiences to cause a change of behaviour eg teach aggressive player to be assertive and not to become over-aroused in front of a crowd
Hollander's model:
- Interactionist theory
- Psychological core -> inner core of fairly permanent beliefs and values
- Typical response -> middle layer represents usual response in a given situation
- Role-related behaviour -> specific behaviour in a certain situation/behaviour alters to suit a situation - most changeable aspect of personality
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Other personality theories
Trait theories:
- 'nature' approach
- suggest we are born with inherited characteristics -> cause us to react in a similar way irrespective of situation
- traits -> stable, enduring and consistent
If concept of trait theories correct (strengths):
- allow us to predict behaviour patterns in all situations
- able to identify potential peformers who could cope with pressure
- potential leaders/captains could be identified
Weaknesses:
- using traits is unreliable -> behaviour may alter from one situation to the next
- no common traits that are required to perform at elite level
Social learning theory:
- suggests behaviour is learned through mimicking/copying others i.e. role models
- inherited factors do not influence personality -> repsonse cannot be predicted
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Personality as a predictor of performance
For:
- Personality traits linked to specific types of sports/characteristics of elite performance, eg calm under pressure/not aggressive
- Used as part of talent identification programmes
- Iceberg profile (Profile of mood states)
- Linked into high levels of vigour
Against:
- No clear link between success/choice of sport and personality type
- Personality can change due to situation
- Research often contradicts each other
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How to measure personality
Questionnaires:
- fairly cheap and easy to produce/administer
- fairly reliable and can be used almost anywhere
- produces a considerable amount of data -> can be analysed
- difficult for performers to self-assess
- answers to please the researcher -> not true reflection
- low validity
Interviews:
- greater validity than questionnaires -> can uncover issues within individuals
- lower reliability than questionnaires
- method depends on ability of interviewer to interpet answers
- expensive and time-consuming
Observation:
- person is more likely to behave as they would naturally
- expensive and time consuming
- low validity -> difficult to intepret behaviour/pps behaviour affected by being watched
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Profile of Mood States
POMS measures:
- Tension
- Depression
- Anger
- Vigour
- Fatigue
- Confusion
Morgan compared successful and unsuccessful athletes on each of these moods:
- successful athletes tend to score higher on anger and vigour, and lower on tension, depression, fatigue and confusion than unsuccessful athletes
- unsuccessful athletes tend to score equally acrsoss all mood states
- elite athletes score higher on positive moods/lower on negative
- research is not applicable to all performers -> not all elite performers in every sport show an iceberg profile
- results could suggest that rather than successful athletes having an iceberg profile, it could be that, by becoming successful, athletes acquire self conficence to devlop positive mood states
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Achievement motivation
- states that within our personality we have a need to achieve and a need to avoid failure
- the achievement motive is the need to overcome obstacles, to strive to do something difficult -> it is what urges a player to be the best
need to achieve (nAch):
- the motivation to succeed/ attain particular goals
- show approach behaviours -> seek out competitive situations/not afraid to fail
- concerned with standards of performance -> will do extra training
- high nAch prefer tasks with 50% chance of success
- low nAch prefer relatively certain outcomes (failure or success)
- high nAch prefer to play than not
need to avoid failure (Naf):
- the motivation to avoid failure
- show avoidance behaviours -> avoid competitve situations/challenging tasks
- tends to be preoccupied with failure
- lacks task persistence
- does not value feedback
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Incentive value and probability of success
Our behaviour depends on an evaluation of the situation -> in terms of likelihood of success (task difficulty) and the incentive value (the shame/pride felt following the result)
Interpreting success:
- ego oriented -> success only occurs if they have beaten someone else/victory is everything
- task oriented ->success is due to own efforts and abilities/dont't mind losing if they have played well
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