98 research outputs found

    Assessing actual strategic behavior to construct a measure of strategic ability

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    Strategic interactions have been studied extensively in the area of judgment and decision-making. However, so far no specific measure of a decision-maker's ability to be successful in strategic interactions has been proposed and tested. Our contribution is the development of a measure of strategic ability that borrows from both game theory and psychology. Such measure is aimed at providing an estimation of the likelihood of success in many social activities that involve strategic interaction among multiple decision-makers. To construct a reliable measure of strategic ability, that we propose to call “Strategic Quotient” (SQ), we designed a test where each item is a game and where, therefore, the individual obtained score depends on the distribution of choices of other decision-makers taking the test. The test is designed to provide information on the abilities related to two dimensions, mentalization and rationality, that we argue are crucial to strategic success, with each dimension being characterized by two main factors. Principal component analysis on preliminary data shows that indeed four factors (two for rationality, two for mentalization) account for strategic success in most of the strategically simpler games of the test. Moreover, two more strategically sophisticated games are inserted in the test and are used to investigate if and to what extent the four factors obtained by simpler games can predict strategic success in more sophisticated strategic interactions. Overall, the collected empirical evidence points to the possibility of building a SQ measure using only simple games designed to capture information about the four identified factors

    What do humans feel with mistreated humans, animals, robots and objects? Exploring the role of cognitive empathy

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    The aim of this paper is to present a study in which we compare the degree of empathy that a convenience sample of university students expressed with humans, animals, robots and objects. The present study broadens the spectrum of elements eliciting empathy that has been previously explored while at the same time comparing different facets of empathy. Here we used video clips of mistreated humans, animals, robots, and objects to elicit empathic reactions and to measure attributed emotions. The use of such a broad spectrum of elements allowed us to infer the role of different features of the selected elements, specifically experience (how much the element is able to understand the events of the environment) and degree of anthropo-/zoomorphization. The results show that participants expressed empathy differently with the various social actors being mistreated. A comparison between the present results and previous results on vicarious feelings shows that congruence between self and other experience was not always held, and it was modulated by familiarity with robotic artefacts of daily usage

    Universal Game Design for Learning: an innovative methodology to integrate into school and university curricula

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    Novel educational technologies and methodologies that create enthusiasm among students and promote learner engagement are becoming instructional priorities across all disciplines of STEM (Science, Technology, Engineering, and Mathematics). For example, Game-Based Learning has established itself as a methodology that addresses students engagement at different levels (student-centered learning, constructivist approach, shared social experience, systems thinking and so on). In this paper we show a generalized Game Design Methodology (GDM), which consists of four phases and includes the basic principles of the Universal Design for Learning (UDL) framework. Each phase of the proposed Universal Game-Design for Learning (UGDL) method is designed to allow students and teaching staff to develop the game and assess its progress throughout the entire process.Le nuove tecnologie e metodologie didattiche che creano entusiasmo negli studenti e promuovono il loro impegno stanno diventando priorità didattiche nell’insegnamento di tutte le discipline STEM (Science, Technology, Engineering, and Mathematics). A questo proposito, l’apprendimento basato sui giochi si è recentemente affermato come una metodologia che stimola il coinvolgimento degli studenti a diversi livelli (apprendimento centrato sullo studente, approccio costruttivista, esperienza sociale condivisa, pensiero sistemico e così via). In questo articolo, discutiamo una generalizzazione della metodologia di progettazione dei giochi (GDM), composta da quattro fasi, attraverso l’inclusione dei principi di base dell’Universal Design for Learning (UDL). Ogni fase del metodo risultante e qui definito Universal Game-Design for Learning (UGDL) è progettata per consentire a studenti e docenti di sviluppare il gioco e valutarne i progressi durante l'intero processo

    Dissociated Representations of Deceptive Intentions and Kinematic Adaptations in the Observer’s Motor System

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    Previous studies showed that observing deceptive actions modulates the activity of the observer's motor system. However, it is unclear whether this modulation reflects the coding of deceptive intentions or the mapping of the kinematic adaptations required to attain deceptive actions. Here, we used single-pulse transcranial magnetic stimulation to measure cortico-spinal excitability (CSE) from hand and forearm muscles while participants predicted the weight of cubes lifted by actors who received truthful information on the object weight and provided 1) truthful (truthful actions) or 2) deceptive (deceptive actions) cues to the observers or 3) who received fooling information and were asked to provide truthful cues (deceived actions). This way, we independently manipulated actor's intentions and kinematic adaptations. We found that, as compared to truthful action observation, CSE increased during observation of deceptive actions, but decreased during observation of deceived actions. Importantly, while the CSE enhancement in response to deceptive intentions lacked muscle specificity, perceiving kinematic alterations in the deceived condition affected CSE only for the hand muscle involved in kinematic adaptations to unexpected object weight. This suggests that actor's intentions and movement kinematics may be coded by the observer's motor system at different hierarchical levels of action representation

    Exploring Attitudes Toward “Sugar Relationships” Across 87 Countries: A Global Perspective on Exchanges of Resources for Sex and Companionship

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    The current study investigates attitudes toward one form of sex for resources: the so-called sugar relationships, which often involve exchanges of resources for sex and/or companionship. The present study examined associations among attitudes toward sugar relationships and relevant variables (e.g., sex, sociosexuality, gender inequality, parasitic exposure) in 69,924 participants across 87 countries. Two self-report measures of Acceptance of Sugar Relationships (ASR) developed for younger companion providers (ASR-YWMS) and older resource providers (ASR-OMWS) were translated into 37 languages. We tested cross-sex and cross-linguistic construct equivalence, cross-cultural invariance in sex differences, and the importance of the hypothetical predictors of ASR. Both measures showed adequate psychometric properties in all languages (except the Persian version of ASR-YWMS). Results partially supported our hypotheses and were consistent with previous theoretical considerations and empirical evidence on human mating. For example, at the individual level, sociosexual orientation, traditional gender roles, and pathogen prevalence were significant predictors of both ASR-YWMS and ASR-OMWS. At the country level, gender inequality and parasite stress positively predicted the ASR-YWMS. However, being a woman negatively predicted the ASR-OMWS, but positively predicted the ASR-YWMS. At country-level, ingroup favoritism and parasite stress positively predicted the ASR-OMWS. Furthermore, significant cross-subregional differences were found in the openness to sugar relationships (both ASR-YWMS and ASR-OMWS scores) across subregions. Finally, significant differences were found between ASR-YWMS and ASR-OMWS when compared in each subregion. The ASR-YWMS was significantly higher than the ASR-OMWS in all subregions, except for Northern Africa and Western Asia

    Reputation in an economic game modulates premotor cortex activity during action observation

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    Our interactions with other people – and our processing of their actions – are shaped by their reputation. Research has identified an Action Observation Network (AON) which is engaged when observing other people's actions. Yet, little is known about how the processing of others’ actions is influenced by another's reputation. Is the response of the AON modulated by the reputation of the actor? We developed a variant of the ultimatum game in which participants watched either the visible or occluded actions of two ‘proposers’. These actions were tied to decisions of how to split a pot of money although the proposers’ decisions on each trial were not known to participants when observing the actions. One proposer made fair offers on the majority of trials, establishing a positive reputation, whereas the other made predominantly, unfair offers resulting in a negative reputation. We found significant activations in two regions of the left dorsal premotor cortex (dPMC). The first of these showed a main effect of reputation with greater activation for the negative reputation proposer than the positive reputation proposer. Furthermore individual differences in trust ratings of the two proposers covaried with activation in the right primary motor cortex (M1). The second showed an interaction between visibility and reputation driven by a greater effect of reputation when participants were observing an occluded action. Our findings show that the processing of others’ actions in the AON is modulated by an actor's reputation, and suggest a predictive role for the PMC during action observation

    Crowdsourcing multiverse analyses to explore the impact of different data-processing and analysis decisions: A tutorial.

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    When processing and analyzing empirical data, researchers regularly face choices that may appear arbitrary (e.g., how to define and handle outliers). If one chooses to exclusively focus on a particular option and conduct a single analysis, its outcome might be of limited utility. That is, one remains agnostic regarding the generalizability of the results, because plausible alternative paths remain unexplored. A multiverse analysis offers a solution to this issue by exploring the various choices pertaining to data-processing and/or model building, and examining their impact on the conclusion of a study. However, even though multiverse analyses are arguably less susceptible to biases compared to the typical single-pathway approach, it is still possible to selectively add or omit pathways. To address this issue, we outline a novel, more principled approach to conducting multiverse analyses through crowdsourcing. The approach is detailed in a step-by-step tutorial to facilitate its implementation. We also provide a worked-out illustration featuring the Semantic Priming Across Many Languages project, thereby demonstrating its feasibility and its ability to increase objectivity and transparency

    Exploring Attitudes Toward “Sugar Relationships” Across 87 Countries: A Global Perspective on Exchanges of Resources for Sex and Companionship

    Get PDF
    The current study investigates attitudes toward one form of sex for resources: the so-called sugar relationships, which often involve exchanges of resources for sex and/or companionship. The present study examined associations among attitudes toward sugar relationships and relevant variables (e.g., sex, sociosexuality, gender inequality, parasitic exposure) in 69,924 participants across 87 countries. Two self-report measures of Acceptance of Sugar Relationships (ASR) developed for younger companion providers (ASR-YWMS) and older resource providers (ASR-OMWS) were translated into 37 languages. We tested cross-sex and cross-linguistic construct equivalence, cross-cultural invariance in sex differences, and the importance of the hypothetical predictors of ASR. Both measures showed adequate psychometric properties in all languages (except the Persian version of ASR-YWMS). Results partially supported our hypotheses and were consistent with previous theoretical considerations and empirical evidence on human mating. For example, at the individual level, sociosexual orientation, traditional gender roles, and pathogen prevalence were significant predictors of both ASR-YWMS and ASR-OMWS. At the country level, gender inequality and parasite stress positively predicted the ASR-YWMS. However, being a woman negatively predicted the ASR-OMWS, but positively predicted the ASR-YWMS. At country-level, ingroup favoritism and parasite stress positively predicted the ASR-OMWS. Furthermore, significant cross-subregional differences were found in the openness to sugar relationships (both ASR-YWMS and ASR-OMWS scores) across subregions. Finally, significant differences were found between ASR-YWMS and ASR-OMWS when compared in each subregion. The ASR-YWMS was significantly higher than the ASR-OMWS in all subregions, except for Northern Africa and Western Asia

    Situational factors shape moral judgements in the trolley dilemma in Eastern, Southern and Western countries in a culturally diverse sample

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    Predictors of Enhancing Human Physical Attractiveness: Data from 93 Countries

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    People across the world and throughout history have gone to great lengths to enhance their physical appearance. Evolutionary psychologists and ethologists have largely attempted to explain this phenomenon via mating preferences and strategies. Here, we test one of the most popular evolutionary hypotheses for beauty-enhancing behaviors, drawn from mating market and parasite stress perspectives, in a large cross-cultural sample. We also test hypotheses drawn from other influential and non-mutually exclusive theoretical frameworks, from biosocial role theory to a cultural media perspective. Survey data from 93,158 human participants across 93 countries provide evidence that behaviors such as applying makeup or using other cosmetics, hair grooming, clothing style, caring for body hygiene, and exercising or following a specific diet for the specific purpose of improving ones physical attractiveness, are universal. Indeed, 99% of participants reported spending \u3e10 min a day performing beauty-enhancing behaviors. The results largely support evolutionary hypotheses: more time was spent enhancing beauty by women (almost 4 h a day, on average) than by men (3.6 h a day), by the youngest participants (and contrary to predictions, also the oldest), by those with a relatively more severe history of infectious diseases, and by participants currently dating compared to those in established relationships. The strongest predictor of attractiveness-enhancing behaviors was social media usage. Other predictors, in order of effect size, included adhering to traditional gender roles, residing in countries with less gender equality, considering oneself as highly attractive or, conversely, highly unattractive, TV watching time, higher socioeconomic status, right-wing political beliefs, a lower level of education, and personal individualistic attitudes. This study provides novel insight into universal beauty-enhancing behaviors by unifying evolutionary theory with several other complementary perspectives
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