💡 The Four Key Processes
Bandura identified four essential processes for social learning: Attention (noticing the behaviour), Retention (remembering it), Reproduction (being able to copy it) and Motivation (wanting to perform it).
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Unlock This CourseAlbert Bandura revolutionised psychology by showing that we don't just learn through direct experience - we also learn by watching others. His Social Learning Theory explains how people acquire new behaviours, attitudes and emotional reactions through observation and imitation of models in their environment.
When it comes to prosocial media use, this theory helps us understand how positive behaviours shown in films, TV programmes, video games and social media can influence viewers to act more helpfully, kindly and cooperatively in real life.
Key Definitions:
Bandura identified four essential processes for social learning: Attention (noticing the behaviour), Retention (remembering it), Reproduction (being able to copy it) and Motivation (wanting to perform it).
Unlike early concerns about media promoting aggression, research has shown that media can also encourage positive behaviours. When people watch characters helping others, showing empathy, or solving problems peacefully, they're more likely to copy these behaviours in their own lives.
Prosocial media works through several psychological mechanisms that make viewers more likely to help others and behave positively:
Viewers watch prosocial models and learn new ways to help others. For example, seeing a character comfort a friend teaches empathy skills.
Prosocial media activates helpful thoughts and feelings, making viewers more likely to notice opportunities to help others.
Positive media content improves mood and people in good moods are more generous and helpful towards others.
Studies of children watching Sesame Street found that those who viewed episodes with prosocial content showed increased cooperation, helping behaviour and positive social interactions compared to children who watched neutral content. The effects were strongest when adults discussed the prosocial messages with children afterwards.
Extensive research has demonstrated that prosocial media can genuinely influence behaviour. These studies show that the effects aren't just temporary - they can lead to lasting changes in how people treat others.
Granic, Lobel and Engels (2014) conducted a comprehensive review of prosocial video games and found consistent evidence for positive effects:
Players of prosocial video games showed increased helping behaviour both immediately after playing and in follow-up studies weeks later. Games that rewarded cooperation and helping were particularly effective.
Mares and Woodard (2005) analysed over 34 studies of prosocial television content and found that children who watched prosocial programmes were significantly more likely to:
After the BBC children's programme "Blue Peter" featured appeals for charitable donations, researchers found significant increases in prosocial behaviour among child viewers. Children were more likely to donate pocket money to charity and volunteer for community activities, demonstrating the practical impact of prosocial media messages.
Not all prosocial media has the same impact. Research has identified several factors that make prosocial messages more effective at changing behaviour:
When prosocial behaviour is clearly rewarded and antisocial behaviour is punished, viewers learn more effectively about appropriate actions.
Characters who are similar to viewers in age, background, or situation are more likely to be imitated.
When prosocial lessons are clearly stated rather than just implied, they have stronger effects on behaviour.
Additionally, active engagement with prosocial content - such as discussing it with others or reflecting on its messages - significantly increases its impact on behaviour.
Understanding how prosocial media works has important implications for educators, parents and media creators who want to promote positive social behaviour.
Schools can use prosocial media to teach empathy, conflict resolution and cooperation. Interactive programmes that allow students to practice prosocial behaviours are particularly effective.
Based on Social Learning Theory research, several strategies can maximise the prosocial impact of media:
The "Ice Bucket Challenge" demonstrated how prosocial behaviour can spread through social media. People observed others donating to charity and performing the challenge, leading to widespread imitation and over ยฃ100 million raised for ALS research. This shows how Bandura's principles apply to modern digital media.
While prosocial media can be powerful, it's important to understand its limitations. The effects are often modest and can be influenced by individual differences, cultural factors and competing influences in people's lives.
Research on prosocial media effects shows that while the influence is real, it's not universal or guaranteed. Factors such as personality, existing attitudes and social environment all play important roles in determining whether prosocial media will influence behaviour.
Additionally, the effects of prosocial media may be temporary without reinforcement in real-world situations. This highlights the importance of combining media messages with practical opportunities to practice prosocial behaviour.
Bandura's Social Learning Theory provides a valuable framework for understanding how prosocial media can influence behaviour. Through processes of attention, retention, reproduction and motivation, viewers can learn positive behaviours from media models and apply them in their own lives.
The research evidence consistently shows that prosocial media can increase helping behaviour, empathy and cooperation. However, these effects are maximised when combined with active discussion, repeated exposure and real-world opportunities to practice prosocial behaviour.
Understanding these principles allows educators, parents and media creators to harness the power of social learning to promote positive social change and create a more helpful, empathetic society.