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1.
Standard economic models assume people exclusively pursue material self‐interests in social interactions. However, people exhibit social preferences; that is, they base their choices partly on the outcomes others obtained in a social interaction. People care about fairness, and reciprocity affects behavior. This study examines the differences in negative reciprocity (costly punishment for unfair divisions) as a function of age. Sixty‐one kindergarteners (5‐year‐olds), 53 second graders (8‐year‐olds), and 57 sixth graders (12‐year‐olds) played a dictator game or a mini–ultimatum game either with a human proposer or with a random machine that determined the division between the two players. By keeping the divisions between the players constant and varying the source of the unfair proposal, we were able to differentiate between reciprocity‐based and inequality‐aversion preferences. We found that kindergarteners proposed and accepted unfair divisions regardless of the source of the offer, behaving according to the standard economic model. Children in the sixth grade tended to reject unfair offers from a human proposer but accept unfair divisions from a random device, indicating the emergence of negative reciprocity preferences by age eight (and contrary to inequality aversion). Children at this age also tended to give more fair offers in the ultimatum game than in the dictator game, indicating the emergence of strategic thinking. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

2.
集体问题解决中的知识、惯例和绩效   总被引:1,自引:0,他引:1  
王建安  张钢 《心理学报》2008,40(8):862-872
在Cohen和Bacdayan发明的两人TTT纸牌游戏的基础上开发了三人TTT游戏,并以此为实验任务,考察了三人集体问题解决活动能否形成惯例,比较了有问题图式组和无问题图式组之间在惯例和绩效上的差异。实验结果表明:(1)三人问题解决能够形成惯例;(2)有图式组的惯例化程度总体上低于无图式组,而其惯例化程度提高的速度则快于后者;(3)无图式组的绩效高于有图式组,但前期差异显著,后期不显著。这些结果将前人基于两人TTT游戏所做的惯例研究进一步拓展到三人情境,证实了三人互动中惯例的生成,为研究涉及更多人互动的真正意义上的组织惯例奠定了基础;阐明了知识,特别是前人在组织惯例研究中所忽视的陈述性知识,对于惯例形成和绩效提升的影响,并揭示了其在组织管理和决策活动中的实际意义。  相似文献   

3.
This study was conducted to explore the lifestyles of online game players who have adopted the virtual world as part of their life. An online survey was conducted on players of an Internet-based game, Lineage. Lineage is the largest online game where people assume new identities and play various roles in a virtual environment, accommodating over 6 million users worldwide. A total of 4,786 game players participated in this survey, and their lifestyles were compared with their values and attitudes in the virtual world. Upon classification of their real-world lifestyles, their tendencies and desires were compared to lifestyles in the virtual world. This study showed that game players have developed their own distinctive lifestyles, and their lifestyles were a strong criterion for explaining behavior patterns and desires in the virtual world. Lifestyles were classified into three general categories: (1) single-oriented player, (2) community-oriented player, and (3) off-Real world player. Each group displayed distinct differences in their values and game activities, as well as in their anti-social behavior tendencies. The differences reflected not only their personality but also their socio-economic status within the virtual world, which is constructed through game activities. This study serves as a model to understand how players from different real-life backgrounds will behave in various game features and how they adopt the virtual world for their new social identities.  相似文献   

4.
In adult football, small-sided games are associated with increased action variability and suggested to promote more creative actions compared to regular 11v11 formats. This aligns with predictions from an ecological approach to perception and action that creative actions emerge in environments that grant variability in action, instead of being an expression of the individual player’s ability to generate ideas. To further evidence for this prediction, the current study aimed to expand this observation to elite youth football players. To this end, the number of different and creative actions in 4v4 small-sided game and a 11v11 regular-sided game among 10- to 12-year-old elite football players were examined. We analyzed a total of 7922 actions, which were categorized for type and creativity. Based on a subset of these actions, a panel of elite football coaches judged action types occurring below 0.5% as significantly more creative than more frequent action types. Hence, we used an occurrence of 0.5% as threshold to distinguish creative actions from non-creative actions. The results showed that the total number of actions, the number of different action types, the number creative actions and the number of different creative action types was significantly higher for the small-sided game format than the regular-sided game. In conclusion, this study confirms that in elite youth football, small-sided games induce a more variable and creative action repertoire. This shows that practitioners can design learning environments that promote the emergence of creative actions.  相似文献   

5.
A previous study (Gilat et al., J. Exp. Psychol. Appl. 3 (1997) 83) has shown that the incentive to reach consensus can raise the tendency to rely on base rates in signal detection decisions and can reduce the probability that less likely events will be accurately classified. This phenomenon was named the “consensus effect”. The current study assesses the conditions under which this effect develops and in particular the effects of information about the game and of the incentive structure on the learning process. The results of three experiments show that the learning process slows when participants have information about the actual state of nature. This finding is captured by a reinforcement learning model with the assumption that information narrows the distribution of the initial propensities for choosing among cutoffs. The results are further evidence for the utility of the combination of learning models and analyses of cognitive processes for the prediction of decision making in situations involving multiple players.  相似文献   

6.
Cooperation is a fundamental form of social interaction, and turn-taking reciprocity one of its most familiar manifestations. The Centipede game provides a formal model of such alternating reciprocal cooperation, but a backward induction (BI) argument appears to prove logically that instrumentally rational players would never cooperate in this way. A systematic review of experimental research reveals that human decision makers cooperate frequently in this game, except under certain extreme conditions. Several game, situational, and individual difference variables have been investigated for their influence on cooperation. The most influential are aspects of the payoff function (especially the social gain from cooperation and the risk associated with a cooperative move), the number of players, repetitions of the game, group vs. individual decisions, and players’ social value orientations (SVOs). Our review of experimental evidence suggests that other-regarding preferences, including prosocial behavioural dispositions and collective rationality, provide the most powerful explanation for cooperation.  相似文献   

7.
以38名大学生和研究生为被试,采用Chicken Game实验范式测量合作行为,考察了单人和双人合作模式游戏后,性别和游戏习惯对玩家在博弈决策中合作行为的影响。结果表明:(1)双人合作模式游戏可以促进玩家在博弈决策中的合作行为;(2)双人合作模式游戏后,男玩家(相比女玩家)在博弈决策中的合作行为更多;(3)玩游戏的习惯影响博弈决策中的合作行为,相比于经常习惯与现实朋友玩游戏和独自玩游戏的玩家,经常习惯与网友玩游戏的玩家在双人合作模式游戏后的合作行为更多。本研究不仅证实了一般学习模型,也证实了亲社会合作类视频游戏可以有效促进博弈决策中的合作行为。  相似文献   

8.
Conclusions The Belief Game is a two-person, nonzero-sum game in which both players can do well [e.g., at (3, 4)] or badly [e.g., at (1,1)] simultaneously. The problem that occurs in the play of this game is that its rational outcome of (2, 3) is not only unappealing to both players, especially God, but also, paradoxically, there is an outcome, (3, 4), preferred by both players that is unattainable. Moreover, because God has a dominant strategy, His omniscience does not remedy the situation, though - less plausibly - if man possessed this quality, and God were aware of it, (3, 4) would be attainable.How reasonable is it to use the device of a simple game to argue that nonrevelation by God, and nonbelief by man, are rational strategies? Like any model of a complex reality, the Belief Game abstracts a great deal from the problem that confronts the thoughtful agnostic asking the most profound of existential questions. Yet, to the degree that belief in God is seen as a personal question, conceptualized in terms of a possible relationship one might have with one's Creator, it seems appropriate to try to model this relationship as a game. The most difficult question to answer, I suppose, is, if God exists, what are His preferences in such a game?I have argued that He would first like to be believed, but at the same time not reveal Himself. These goals, in my opinion, are consistent with the role He assumes in many biblical stories, although this is not to say that the Bible offers the final word on philosophical and theological matters in the modern world. Nevertheless, it seems to me to be a logical place from which to start, and the clues it offers on God's preferences seem not contradicted by contemporary events.Of course, the Belief Game supposes that God not only has preferences but makes choices as well. To many people today - myself included - these choices are not apparent. But if He does make them, and in particular chooses not to reveal Himself, I think the Belief Game helps us to understand why nonrevelation is rational. Furthermore, it gives us insight into why, given this choice by God, our own reasons for believing in Him - in a game-theoretic context - may be rendered tenuous.  相似文献   

9.
The “Macbeth effect” denotes the phenomenon that people wish to cleanse themselves physically when their moral self has been threatened. In this article we argue that such a threat to one's moral self may also result from playing a violent video game, especially when the game involves violence against humans. The cleansing effect should be particularly strong among inexperienced players who do not play video games on a regular basis, because frequent players may apply other strategies to alleviate any moral concerns. Seventy students played one of two violent video games and were then asked to select 4 out of 10 gift products, half of which were hygiene products. Inexperienced players reported more moral distress when the game involved violence against humans (compared to violence against objects), and selected more hygiene products in this condition than frequent video game players. Frequent players, on the other hand, reported less moral distress, irrespective of the game they played.  相似文献   

10.
The emergence of fair divisions in a repeated bargaining game is investigated in a computational model. Individuals of human societies often appeal to some norm of fairness in situations where an agreement over the division of a surplus is required. The employed framework consists of players alternating offers that describe possible ways to share a certain commodity. The players are allowed a limited number of offers to reach an agreement; if they fail to agree, the player who made the first offer, the lucky player, wins the whole lot at stake. Uncertainty is introduced in the process by randomly choosing the lucky player at the beginning of each iteration. In the experiments, the players acquired strategies by employing a variant of Q-learning, a reinforcement learning algorithm. Experiments were performed with different configurations of utility functions on the players’ preferences in taking actions in risky situations. Analysis of the results shows that the game theoretical model of a single shot of the bargaining game used in the experiments closely matches the outcomes obtained in the simulated framework, despite the differences in the quality of the players, who are assumed to be fully rational in the theoretical model. Learning agents that are timid toward risky situations manage to acquire strategies that lead to fair outcomes when playing against each other, but find themselves in a disadvantageous position when confronting bolder types.  相似文献   

11.
Despite the growing popularity of online game playing, there has been no primary survey of its players. Therefore, an online questionnaire survey was used to examine basic demographic factors of online computer game players who played the popular online game Everquest (i.e., gender, age, marital status, nationality, education level, occupation). The survey also examined playing frequency (i.e., amount of time spent playing the game a week), playing history (i.e., how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character), the favorite and least favorite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that 81% of online game players were male, and that the mean age of players was 27.9 years of age. For many players, the social aspects of the game were the most important factor in playing. A small minority of players appear to play excessively (over 80 h a week), and results suggest that a small minority sacrifice important activities in order to play (e.g., sleep, time with family and/or partner, work, or schooling).  相似文献   

12.
We evaluated the effects of public posting, goal setting, and oral feedback on the skills of 3 female high school soccer players during practice scrimmages. The dependent variables were the percentage of appropriate responses when the player (a) kept and maintained possession of the ball, (b) moved to an open position during a game restart (e.g., goal or corner kick), and (c) moved to an open position after passing the ball. We also assessed the extent to which changes in practice performances generalized to games. A social validity questionnaire was completed by both players and coaches to assess the acceptability of the intervention's goals, procedures, and outcomes. Results indicate that the intervention was effective in improving performances during practice scrimmages but produced limited generalization to game settings.  相似文献   

13.
Experimental studies routinely show that participants who play a violent game are more aggressive immediately following game play than participants who play a nonviolent game. The underlying assumption is that nonviolent games have no effect on aggression, whereas violent games increase it. The current studies demonstrate that, although violent game exposure increases aggression, nonviolent video game exposure decreases aggressive thoughts and feelings (Exp 1) and aggressive behavior (Exp 2). When participants assessed after a delay were compared to those measured immediately following game play, violent game players showed decreased aggressive thoughts, feelings and behavior, whereas nonviolent game players showed increases in these outcomes. Experiment 3 extended these findings by showing that exposure to nonviolent puzzle-solving games with no expressly prosocial content increases prosocial thoughts, relative to both violent game exposure and, on some measures, a no-game control condition. Implications of these findings for models of media effects are discussed.  相似文献   

14.
From a game theory perspective the ability to generate random behaviors is critical. However, psychological studies have consistently found that individuals are poor at behaving randomly. In this paper we investigated the possibility that the randomness mechanism lies not within the individual players but in the interaction between the players. Provided that players are influenced by their opponent’s past behavior, their relationship may constitute a state of reciprocal causation [Cognitive Science 21 (1998) 461], in which each player simultaneously affects and is affected by the other player. The result of this would be a dynamic, coupled system. Using neural networks to represent the individual players in a game of paper, rock, and scissors, a model of this process was developed and shown to be capable of generating chaos-like behaviors as an emergent property. In addition, it was found that by manipulating the control parameters of the model, corresponding to the amount of working memory and the perceived values of different outcomes, that the game could be biased in favor of one player over the other, an outcome not predicted by game theory. Human data was collected and the results show that the model accurately describes human behavior. The results and the model are discussed in light of recent theoretical advances in dynamic systems theory and cognition.  相似文献   

15.
16.
The influence of vehicular control on motion sickness has implications for theories of motion sickness etiology. We asked whether motion sickness susceptibility might also be related to the control of non-vehicular locomotion. Participants were exposed to a console video game that featured ambulatory locomotion of a virtual avatar. In a yoked control design, individuals either played the game (players) or watched another participant's recorded game play (viewers). Viewers were more likely than players to report motion sickness. During exposure to the video game players moved more than viewers, and the movement of players was more predictable or self-similar than the movement of viewers. Coupling of movement within player-viewer pairs was greater for pairs in which the viewer later reported motion sickness than for pairs in which both participants stated that they were not motion sick. The results reveal that motion sickness incidence can be influenced by the control of stimulus motion, in general, and is not limited to control of vehicular motion. We discuss implications of these findings for theories of motion sickness etiology.  相似文献   

17.
ObjectivesThis study, based on the team cognition approach, investigated the information content expressed by coaches when helping players build or update their understanding of the unfolding game. The focus was on how this content fits into the usual task-work/teamwork and procedural/declarative taxonomies.DesignThe data were collected through the audio and video recording of the communications and behaviors of three professional head coaches throughout a total of 15 games. We used deductive content analysis, crossing information contents related to task-work or teamwork with information contents related to declarative or procedural knowledge across the five game periods (first and second half of the first and second half-time, break-time period), and the three score differentials between the teams (favorable, balanced, and unfavorable).MethodWe first performed a multivariate analysis of variance (MANOVA) using a 5 (Game Periods) × 3 (Score Difference) factorial design. Follow-up ANOVAs with repeated-measures were performed to identify the variables contributing to the multivariate effect. We then performed a repeated-measures analysis of variance for information contents related to declarative and procedural knowledge in occurrences of task-work and teamwork categories.ResultsThe results showed that the coaches expressed information related more often to players' procedural knowledge than to their declarative knowledge. We discovered two main effects (game periods and score differences) in coaches' information contents delivered to players. Information related to procedural knowledge was not addressed to the team as a whole, but to certain players.ConclusionsThis suggests that an information flow was more distributed than shared.  相似文献   

18.
This paper investigates the influence that social ties can have on behavior. After defining the concept of social ties that we consider, we introduce an original model of social ties. The impact of such ties on social preferences is studied in a coordination game with outside option. We provide a detailed game theoretical analysis of this game while considering various types of players, i.e., self-interest maximizing, inequity averse, and fair agents. In addition to these approaches that require strategic reasoning in order to reach some equilibrium, we also present an alternative hypothesis that relies on the concept of team reasoning. After having discussed the differences between the latter and our model of social ties, we show how an experiment can be designed so as to discriminate among the models presented in the paper.  相似文献   

19.
We present data and argument to show that in Tetris—a real-time, interactive video game—certain cognitive and perceptual problems are more quickly, easily, and reliably solved by performing actions in the world than by performing computational actions in the head alone. We have found that some of the translations and rotations made by players of this video game are best understood as actions that use the world to improve cognition. These actions are not used to implement a plan, or to implement a reaction; they are used to change the world in order to simplify the problem-solving task. Thus, we distinguish pragmatic actions—actions performed to bring one physically closer to a goal—from epistemic actions—actions performed to uncover informatioan that is hidden or hard to compute mentally. To illustrate the need for epistemic actions, we first develop a standard information-processing model of Tetris cognition and show that it cannot explain performance data from human players of the game—even when we relax the assumption of fully sequential processing. Standard models disregard many actions taken by players because they appear unmotivated or superfluous. However, we show that such actions are actually far from superfluous; they play a valuable role in improving human performance. We argue that traditional accounts are limited because they regard action as having a single function: to change the world. By recognizing a second function of action—an epistemic function—we can explain many of the actions that a traditional model cannot. Although our argument is supported by numerous examples specifically from Tetris, we outline how the new category of epistemic action can be incorporated into theories of action more generally.  相似文献   

20.
Lee MD  Zhang S  Shi J 《Memory & cognition》2011,39(5):914-923
In The Price Is Right game show, players compete to win a prize, by placing bids on its price. We ask whether it is possible to achieve a "wisdom of the crowd" effect, by combining the bids to produce an aggregate price estimate that is superior to the estimates of individual players. Using data from the game show, we show that a wisdom of the crowd effect is possible, especially by using models of the decision-making processes involved in bidding. The key insight is that, because of the competitive nature of the game, what people bid is not necessarily the same as what they know. This means better estimates are formed by aggregating latent knowledge than by aggregating observed bids. We use our results to highlight the usefulness of models of cognition and decision-making in studying the wisdom of the crowd, which are often approached only from non-psychological statistical perspectives.  相似文献   

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