Chapter 12
TRUE-FALSE
T F 1. Members sometimes put pressure on deviants to protect their own egos from
challenges.
T F 2. Teams usually start with coercive strategies to induce others to conform.
T F 3. A team that is sure of its moral superiority is not engaging in groupthink.
T F 4. Groupthink leads to blocking out possible options and analysis.
T F 5. Groups are usually consistent in the pressure they put on nonconforming members to
conform.
T F 6. Competitive communication in a group leads to a “win-lose” approach to
transactional and task processes.
T F 7. The payoff a member gets from playing games is usually easy to identify.
T F 8. Team members’ respective cultures may determine whether they’re more comfortable
with direct or indirect conflict-management strategies.
T F 9. Group cohesiveness can lead to conformity and “mindlessness.”
T F 10. A cooperative approach to team communication assumes that someone must win and
someone must lose.
T F 11. According to the authors, dysfunctional conflict is all of the following: personalized,
affective, competitive, and productive.
T F 12. According to the authors, productive conflict is all of the following: depersonalized,
substantive, and cooperative.
T F 13. In context of group communication, a deviant is invariably a negative force.
T F 14. A group deviant may be someone who dresses differently, who behaves differently,
or who thinks differently from the majority of the group.
T F 15. When members conform to the group’s pressure, they make it easier and faster to
reach a decision—but they may obscure important objections or considerations at the
same time.
T F 16. Deviance isn’t all bad or all good.
T F 17. Competitive game-playing among team members is fun and harmless.
T F 18. High cohesiveness is essential in the vigilant, cooperative analysis of issues by a
team.