首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
Need-based transfer systems pool risk among interdependent individuals. Such arrangements are bound by two simple rules: Ask for help only when in need and, if you are able, give help to others who ask. But there may be a temptation for individuals to break these rules for short-term personal profit. Here, we study one factor that may enforce honesty in need-based transfer relationships: the visibility of resources. Across three experiments employing a novel experimental economic game, breaking of both need-based transfer rules increased when resources were hidden rather than visible (Experiment 1: n = 82, online convenience sample from the US; Experiment 2: n = 80, student sample from the US; Experiment 3: n = 42, online convenience sample from the US). Participants with hidden resources were (1) more likely to request help when not actually in need (greediness), and (2) more likely to not fulfill requests from others for help, even when they had sufficient resources available to help (stinginess). These findings highlight the visibility of resources as one potential limitation of cooperative risk pooling systems.  相似文献   

2.
Video playback is being increasingly used as a technique for behavioural research. The importance of critically evaluating the effectiveness of video playback is clear, as available video technology is not designed for nonhuman visual systems. We discuss several aspects concerning the perception of video images that could lead to inconclusive or erroneous results. Researchers should verify that behaviour observed in response to video playback is comparable to behaviour observed in response to live animals. We conducted such a verification using live and video playback methods to measure female response to swords of varying lengths in the green swordtail, Xiphophorus helleri. Using both methods, female response appeared to be an increasing function of male sword length. Females did not differ in their response to live and video versions of noncourting, noninteractive males, however, females tended to prefer video playbacks of males with longer swords, a result that has also been found in experiments using live males. These results suggest that females express the same qualitative mating preference, but not necessarily the same quantitative preference, for sword length when viewing video stimuli. Several methodological factors that may contribute to an apparent difference in the strength of the preference are discussed. Despite these differences, both methods produced comparable results; female response to sworded males tended to increase as sword length increased. These experiments demonstrate that video playback is an effective method to measure female preferences accurately in X. helleri and provide an example of how video playback can be evaluated in other species. Copyright 2000 The Association for the Study of Animal Behaviour.  相似文献   

3.
Theoretical reference points have been proposed to differentiate probabilistic gains from probabilistic losses in humans, but such a phenomenon in non-human animals has yet to be thoroughly elucidated. Three experiments evaluated the effect of reward magnitude on probabilistic choice in rats, seeking to determine reference point use by examining the effect of previous outcome magnitude(s) on subsequent choice behavior. Rats were trained to choose between an outcome that always delivered reward (low-uncertainty choice) and one that probabilistically delivered reward (high-uncertainty). The probability of high-uncertainty outcome receipt and the magnitudes of low-uncertainty and high-uncertainty outcomes were manipulated within and between experiments. Both the low- and high-uncertainty outcomes involved variable reward magnitudes, so that either a smaller or larger magnitude was probabilistically delivered, as well as reward omission following high-uncertainty choices. In Experiments 1 and 2, the between groups factor was the magnitude of the high-uncertainty-smaller (H-S) and high-uncertainty-larger (H-L) outcome, respectively. The H-S magnitude manipulation differentiated the groups, while the H-L magnitude manipulation did not. Experiment 3 showed that manipulating the probability of differential losses as well as the expected value of the low-uncertainty choice produced systematic effects on choice behavior. The results suggest that the reference point for probabilistic gains and losses was the expected value of the low-uncertainty choice. Current theories of probabilistic choice behavior have difficulty accounting for the present results, so an integrated theoretical framework is proposed. Overall, the present results have implications for understanding individual differences and corresponding underlying mechanisms of probabilistic choice behavior.  相似文献   

4.
People display facial expressions of fear to communicate danger to others and sometimes to exaggerate danger to manipulate an audience. Here we test whether fear expressions add credibility to a speaker's warnings of danger. Participants played an incentivized lie detection game in which they guess whether a confederate partner is lying or telling the truth. Participants viewed a video of their partner's message, after reading that there was a good chance (75%) their partner was instructed to lie. We manipulated across conditions whether the partner stated the message with a neutral or fearful expression. Experiment 1 finds that participants were more likely to believe the speaker's warning of danger when it was conveyed with a fear expression compared to a neutral expression. Experiment 2 finds that when a speaker instead claimed that a danger was absent, a fearful expression no longer added credibility to their message. These findings provide evidence that fear expressions add credibility to statements of danger, specifically, rather than any claim.  相似文献   

5.
Social stimuli are known to both attract and direct our attention, but most research on social attention has been conducted in highly controlled laboratory settings lacking in social context. This study examined the role of social context on viewing behaviour of participants whilst they watched a dynamic social scene, under three different conditions. In two social groups, participants believed they were watching a live webcam of other participants. The socially-engaged group believed they would later complete a group task with the people in the video, whilst the non-engaged group believed they would not meet the people in the scene. In a third condition, participants simply free-viewed the same video with the knowledge that it was pre-recorded, with no suggestion of a later interaction. Results demonstrated that the social context in which the stimulus was viewed significantly influenced viewing behaviour. Specifically, participants in the social conditions allocated less visual attention towards the heads of the actors in the scene and followed their gaze less than those in the free-viewing group. These findings suggest that by underestimating the impact of social context in social attention, researchers risk coming to inaccurate conclusions about how we attend to others in the real world.  相似文献   

6.
The hidden cost of information in collective foraging   总被引:7,自引:0,他引:7  
Many animals nest or roost colonially. At the start of a potential foraging period, they may set out independently or await information from returning foragers. When should such individuals act independently and when should they wait for information? In a social insect colony, for example, information transfer may greatly increase a recruit's probability of finding food, and it is commonly assumed that this will always increase the colony's net energy gain. We test this assumption with a mathematical model. Energy gain by a colony is a function both of the probability of finding food sources and of the duration of their availability. A key factor is the ratio of pro-active foragers to re-active foragers. When leaving the nest, pro-active foragers search for food independently, whereas re-active foragers rely on information from successful foragers to find food. Under certain conditions, the optimum strategy is totally independent (pro-active) foraging because potentially valuable information that re-active foragers may gain from successful foragers is not worth waiting for. This counter-intuitive outcome is remarkably robust over a wide range of parameters. It occurs because food sources are only available for a limited period. Our study emphasizes the importance of time constraints and the analysis of dynamics, not just steady states, to understand social insect foraging.  相似文献   

7.
Recently, researchers claimed that people are intuitively inclined to cooperate with reflection causing them to behave selfishly. Empirical support for this claim came from experiments using a 4-player public goods game with a marginal return of 0.5 showing that people contributed more money to a common project when they had to decide quickly (i.e., a decision based on intuition) than when they were instructed to reflect and decide slowly. This intuitive-cooperation effect is of high scientific and practical importance because it argues against a central assumption of traditional economic and evolutionary models. The first experiment of present study was set up to examine the generality of the intuitive-cooperation effect and to further validate the experimental task producing the effect. In Experiment 1, we investigated Amazon Mechanical Turk (AMT) workers'' contributions to a 4-player public goods game with a marginal return of 0.5 while we manipulated the knowledge about the other players'' contribution to the public goods game (contribution known vs. contribution unknown), the identity of the other players (humans vs. computers randomly generating contributions) and the time constraint (time pressure/intuition vs. forced delay/reflection). However, the results of Experiment 1 failed to reveal an intuitive-cooperation effect. Furthermore, four subsequent direct replications attempts with AMT workers (Experiments 2a, 2b, 2c and Experiment 3, which was conducted with naïve/inexperienced participants) also failed to demonstrate intuitive-cooperation effects. Taken together, the results of the present study could not corroborate the idea that people are intuitively cooperative, hence suggesting that the theoretical relationship between intuition and cooperation should be further scrutinized.  相似文献   

8.
An analysis of 117 titration experiments in the murine scrapie model is presented. The experiments encompass 30 years' work and a wide range of experimental conditions. To check that the experimental designs were reasonably consistent over time, comparisons were made of size, duration, source of inoculum, etc., in each experiment. These comparisons revealed no systematic trends that would render invalid comparisons across experiments. For 114 of the experiments it was possible to calculate the dose at which half of the challenged animals were infected (the ID50). These 114 experiments were then combined on the basis of relative dose (i.e. tenfold dilution relative to the ID50). This created a data set in which over 4000 animals were challenged with doses of scrapie ranging from four orders of magnitude below to five orders of magnitude above the ID50. Analysis of this data reveals that mean incubation periods rise linearly with logarithmic decreases in dose. A one unit increase in relative dose (i.e. a tenfold increase in actual dose) will, on average, decrease the incubation period by 25 days. At ID50 the average incubation period in this data set is 300 days. Within a single dose, in a single experimental model, incubation periods have a distribution close to normal. Variability in incubation period also rises linearly as dose decreases. There is no age or sex effect upon the probability of infection, but female mice have incubation periods that are, on average, nine days shorter than their male counterparts and young mice have incubation periods that are longer by seven days. Although many of these patterns are apparent in the results of single titration curves, they can be more rigorously investigated by considering the outcome for thousands of mice.  相似文献   

9.
Ambiguous causal evidence in which the covariance of the cause and effect is partially known is pervasive in real life situations. Little is known about how people reason about causal associations with ambiguous information and the underlying cognitive mechanisms. This paper presents three experiments exploring the cognitive mechanisms of causal reasoning with ambiguous observations. Results revealed that the influence of ambiguous observations manifested by missing information on causal reasoning depended on the availability of cognitive resources, suggesting that processing ambiguous information may involve deliberative cognitive processes. Experiment 1 demonstrated that subjects did not ignore the ambiguous observations in causal reasoning. They also had a general tendency to treat the ambiguous observations as negative evidence against the causal association. Experiment 2 and Experiment 3 included a causal learning task requiring a high cognitive demand in which paired stimuli were presented to subjects sequentially. Both experiments revealed that processing ambiguous or missing observations can depend on the availability of cognitive resources. Experiment 2 suggested that the contribution of working memory capacity to the comprehensiveness of evidence retention was reduced when there were ambiguous or missing observations. Experiment 3 demonstrated that an increase in cognitive demand due to a change in the task format reduced subjects’ tendency to treat ambiguous-missing observations as negative cues.  相似文献   

10.
Magnitude is a critical feature of outcomes. In the present study, two event-related potential (ERP) experiments were implemented to explore the neural substrates of outcome magnitude processing. In Experiment 1, we used an adapted gambling paradigm where physical area symbols were set to represent potential relative outcome magnitudes in order to exclude the possibility that the participants would be ignorant of the magnitudes. The context was manipulated as total monetary amount: ¥4 and ¥40. In these two contexts, the relative outcome magnitudes were ¥1 versus ¥3, and ¥10 versus ¥30, respectively. Experiment 2, which provided two area symbols with similar outcome magnitudes, was conducted to exclude the possible interpretation of physical area symbol for magnitude effect of feedback–related negativity (FRN) in Experiment 1. Our results showed that FRN responded to the relative outcome magnitude but not to the context or area symbol, with larger amplitudes for relatively small outcomes. A larger FRN effect (the difference between losses and wins) was found for relatively large outcomes than relatively small outcomes. Relatively large outcomes evoked greater positive ERP waves (P300) than relatively small outcomes. Furthermore, relatively large outcomes in a high amount context elicited a larger P300 than those in a low amount context. The current study indicated that FRN is sensitive to variations in magnitude. Moreover, relative magnitude was integrated in both the early and late stages of feedback processing, while the monetary amount context was processed only in the late stage of feedback processing.  相似文献   

11.
Self-protection tendencies allowed our human ancestors to survive and thrive. In three experiments, we find that individuals who have a salient self-protection motive are more altruistic to others, such as by helping them out or offering them more money in the dictator game paradigm. Self-protecting individuals desire to “bind together” as there is “safety in numbers”, and being altruistic to others should be one (but not the only) way to achieve this goal. Consistent with this reasoning, we find across three behavioral experiments using both non-monetary (Experiment 1) and monetary altruistic contexts (Experiments 2–3) that self-protecting individuals are more altruistic when the altruism is not anonymous (Experiment 1) and when they have the reasonable expectation of future interaction with the recipient (Experiment 2), both of which are situations that should increase affiliation. The effect attenuates when altruism does not help self-protecting individuals, such as when money is donated to impersonal organizations rather than individuals (Experiment 3). We finally discuss the theoretical contributions as well as limitations of our work.  相似文献   

12.
The present study investigated whether infants reason about others’ social preferences based on the intentions of others’ interactive actions. In Experiment 1, 12-month-old infants were familiarized with an event in which an agent either successfully helped a circle to climb up a hill (successful-helping condition) or failed to help the circle to achieve its goal (failed-helping condition). During the test, the infants saw the circle approach either the helper (approach-helper event) or the hinderer (approach-hinderer event). In the successful-helping condition, the 12-month-old infants looked for longer at the approach-hinderer event than at the approach-helper event, but in the failed-helping condition, looking times were about equal for the two test events. These results suggest that 12-month-old infants could not infer the circle’s preference when the helper’s action did not lead to its intended outcome. In Experiment 2, 16-month-olds were tested in the failed-helping condition; they looked longer at the approach-hinderer event than at the approach-helper event, which suggests that they could reason about the third party’s social preferences based on the exhibited intentions. In Experiment 3, 12-month-olds were familiarized with events in which the final outcomes of helping and hindering actions were ambiguous. The results revealed that 12-month-old infants are also sensitive to intentions when inferring other’s social preferences. The results suggest that by 12-months of age, infants expect an agent to prefer and approach another who intends to help the circle to achieve its goal, regardless of the outcome. The current research has implications for moral reasoning and social evaluation in infancy.  相似文献   

13.

Background

Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used.

Methods and Findings

Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect.

Conclusions

We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior.  相似文献   

14.
Human judgment and decision-making (JDM) requires an assessment of different choice options. While traditional theories of choice argue that cognitive processes are the main driver to reach a decision, growing evidence highlights the importance of emotion in decision-making. Following these findings, it appears relevant to understand how individuals asses the attractiveness or riskiness of a situation in terms of emotional processes. The following study aims at a better understanding of the psychophysiological mechanisms underlying threat sensitivity by measuring skin conductance responses (SCRs) in passive threat situations. While previous studies demonstrate the role of magnitude on emotional body reactions preceding an outcome, this study focuses on probability. In order to analyze emotional body reactions preceding negative events with varying probability of occurrence, we have our participants play a two-stage card game. The first stage of the card game reveals the probability of receiving an unpleasant electric shock. The second stage applies the electric shock with the previously announced probability. For the analysis, we focus on the time interval between the first and second stage. We observe a linear relation between SCRs in anticipation of receiving an electric shock and shock probability. This finding indicates that SCRs are able to code the likelihood of negative events. We outline how this coding function of SCRs during the anticipation of negative events might add to an understanding of human JDM.  相似文献   

15.

Background

In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online.

Methods/Principal Findings

Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game—offline, neutral video game—online, violent video game—offline and violent video game—online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online.

Conclusions/Significance

These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.  相似文献   

16.
Two experiments using human participants investigated whether a Pavlovian backward inhibitory treatment (nonreinforced trials in phase 1 followed by reinforced trials in phase 2; i.e., AX- followed by A+) produces a stimulus which can pass summation and retardation tests for inhibition. The rationale for conducting these experiments was that previous demonstrations of Pavlovian backward inhibition informed participants about the nature of the outcome before starting the experiment. According to some theoretical views, this is a potential confound. In the present experiments we used a predictive task in which participants had no knowledge about the outcome until phase 2, when reinforcement occurred. The results of Experiment 1 (summation test) and Experiment 2 (retardation test) provide a clear demonstration of backward conditioned inhibition.  相似文献   

17.
Much is still unknown about walking stability, including which aspects of gait contribute to higher stability. Walking stability appears to be related to walking speed, although the exact relationship is unclear. As walking speed decreases, the double support (DS) period of gait increases both in time and as a percentage of the gait cycle. Because humans have more control over their center of mass movement during DS, increasing DS duration may alter stability. This study examined how human gait is affected by changing DS percentage independent of walking speed. Sixteen young, healthy adults walked on a treadmill at a single speed for six one-minute trials. These trials included normal gait as well as longer- and shorter-than-normal DS percentage gaits. Subjects were consistently able to decrease DS percentage but had difficulty increasing DS percentage. In some cases, subjects altered their cadence when changing DS percentage, particularly when attempting to increase DS percentage. The changes to gait when decreasing DS percentage were similar to changes when increasing walking speed but occurred mainly during the swing period. These changes include increased hip and knee flexion during the swing period, increased swing foot height, and larger magnitude peaks in ground reaction forces. The changes in gait when attempting to increase DS percentage trended toward changes when decreasing walking speed. Altering DS percentage induced gait changes that were similar to, yet clearly distinct from, gait changes due to walking speed. Further, the difficulty of increasing DS percentage when walking at a constant speed suggests that people walk more slowly when they want to increase time spent in DS.  相似文献   

18.
19.
Assareh H  Mengersen K 《PloS one》2012,7(3):e33630
Precise identification of the time when a change in a hospital outcome has occurred enables clinical experts to search for a potential special cause more effectively. In this paper, we develop change point estimation methods for survival time of a clinical procedure in the presence of patient mix in a Bayesian framework. We apply Bayesian hierarchical models to formulate the change point where there exists a step change in the mean survival time of patients who underwent cardiac surgery. The data are right censored since the monitoring is conducted over a limited follow-up period. We capture the effect of risk factors prior to the surgery using a Weibull accelerated failure time regression model. Markov Chain Monte Carlo is used to obtain posterior distributions of the change point parameters including location and magnitude of changes and also corresponding probabilistic intervals and inferences. The performance of the Bayesian estimator is investigated through simulations and the result shows that precise estimates can be obtained when they are used in conjunction with the risk-adjusted survival time CUSUM control charts for different magnitude scenarios. The proposed estimator shows a better performance where a longer follow-up period, censoring time, is applied. In comparison with the alternative built-in CUSUM estimator, more accurate and precise estimates are obtained by the Bayesian estimator. These superiorities are enhanced when probability quantification, flexibility and generalizability of the Bayesian change point detection model are also considered.  相似文献   

20.
Iterated Prisoner's Dilemma models are proposed in which, at any trial, the probability of staying in the game depends on the outcome of the previous trial. If a player's choice depends on its own play (cooperate or defect) at the previous trial, it becomes possible for cooperative strategies to increase when rare in a population of egoists. A dynamic analysis is used to demonstrate that stable polymorphisms may result, and may involve more strategies than just Tit-for-Tat and all-Defect. The tendency for clustering among like strategists to enhance their initial increase when rare is also explored dynamically.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号