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Culture and Mental Programming
Renowned multiculturalist Geert Hofstede compared culture to the "software of the mind"1. He meant that each person receives from his of her culture a certain "mental programming". We can identify the "code" for such programming through various manifestations of culture such as:
  1. VALUES are what members of a certain culture believe to be MOST important for its survival.
  1. HEROES embody the cultural values. HEROES may be real or fictional. For instance, "Super Man" embodied American virtues of patriotism and strength at the time in which it was created.
  1. SYMBOLS are words, images, pictures, gestures, etc., that have a special MEANING understood only by the cultural members. Often the same SYMBOL means different things in different cultures. For instance the U.S. American "ok" gesture is considered obscene in Brazil.
  1. RITUALS are certain behaviors or actions that have no meaning or relevance except for members of the culture. For instance, human beings have to eat - but only CULTURE demands that they eat seated on the floor or at a table, with or without utensils, or at certain established times.
  1. FOLKORE includes the stories, legends, jokes, etc. related to a culture. These stories embody the cultural values. For instance, children may learn about the heroism of ancestors or about the penalties other cultural members suffered for going against cultural rules.
  1. NORMS are the rules that people follow in order to be accepted by their fellow members and thrive within their culture.

Hofstede, G. & Hofstede, G. J. (2005). Cultures and organizations: Software of the mind. New York, NY: McGraw-Hill.