scholarly journals Watching, being watched, and human interactions: evidence from trust games

Author(s):  
Kiyotaka Yageta

AbstractFace-to-face communication increases human trust, which is crucial for making important decisions with others. Due to technological breakthroughs and the COVID-19 pandemic, human interactions now predominantly occur online, leading to two situations: other peoples’ faces cannot be seen, but yours can, and vice versa. However, the relationships among watching, being watched, and face-to-face interaction are unclear in existing papers. This paper separately measures the effects of both watching and being watched on human interactions using a trust game. I derive the optimal behaviors of senders and receivers in the trust game and empirically validate it through a controlled experiment. The results show that more than half of the participants perform the optimal behavior. They also indicate that both watching and being watched enhance human trust and reciprocity, while the synergy effect of face-to-face is not observed. Additionally, women reciprocate more when they are watched, and trust increases when participants are paired with the opposite gender and can watch their partner. This paper theoretically concludes that the former comes from women’s social pressure that they should be reciprocators, and the latter from participants’ beliefs that the opposite gender reciprocates more than the same gender does. These results propose a framework based on watching and being watched affecting human behaviors and emphasize the importance of face-to-face communication in online human interactions.

2018 ◽  
Vol 49 (6) ◽  
pp. 1041-1046 ◽  
Author(s):  
Victoria Bell ◽  
Benjamin Robinson ◽  
Cornelius Katona ◽  
Anne-Kathrin Fett ◽  
Sukhi Shergill

AbstractBackgroundTrauma due to deliberate harm by others is known to increase the likelihood of developing Post-Traumatic Stress Disorder (PTSD). This is the first study investigating basic and dynamic trust in ‘interpersonal’ PTSD.MethodsThirty-two participants with PTSD and 22 healthy controls played a novel multi-round version of a monetary investment protocol, the so-called ‘Trust Game’, a task from the behavioural economics literature, which is considered to involve trust and reciprocity. We used two ‘Trust Games’ including cooperative and unfair partners.ResultsFindings showed an effect for lower basic investment in PTSD compared to healthy controls, that trended towards significance (p = 0.09). All participants showed behavioural flexibility and modified their trust based on behavioural cues from their cooperative and unfair game partners. However, participants with PTSD made significantly lower investments towards the cooperative partner than controls. Investments towards the unfair partner did not differ between groups. Higher trauma scores were associated with lower levels of trust-related investments towards the cooperative but not the unfair game partner.ConclusionThe association between reduced trust towards cooperative others in individuals who experienced interpersonal trauma could indicate acquired insensitivity to social rewards or inflexible negative beliefs about others as a sequel of the traumatic experience, which increases in a dose response relationship with the severity of the trauma. A specific focus on cooperation and trusting behaviour could provide a treatment target for future cognitive and pharmacological interventions.


2011 ◽  
Vol 101 (4) ◽  
pp. 1497-1513 ◽  
Author(s):  
Catherine C Eckel ◽  
Ragan Petrie

People pay attention to the appearance of others, and personal characteristics can affect many types of decisions. We ask, is there informational value in a face in a situation where trust and reciprocity can increase earnings? We use a laboratory trust game experiment where subjects are unable to observe a counterpart, must observe a counterpart, or can pay to reveal a counterpart's photograph. Both senders and responders are willing to pay to observe the photos, and we show that behavior, earnings, and efficiency are affected. When subjects are “face to face,” efficiency is enhanced, and senders have higher earnings. (JEL D12, D83, Z13)


Games ◽  
2020 ◽  
Vol 11 (4) ◽  
pp. 48
Author(s):  
Anna Lou Abatayo ◽  
John Lynham ◽  
Katerina Sherstyuk

We studied how communication media affect trust game play. Three popular media were considered: traditional face-to-face, Facebook groups, and anonymous online chat. We considered post-communication changes in players’ expectations and preferences, and further analyzed the contents of group communications to understand the channels though which communication appears to improve trust and trustworthiness. For senders, the social, emotional, and game-relevant contents of communication all matter, significantly influencing both their expectations of fair return and preferences towards receivers. Receivers increased trustworthiness is mostly explained by their adherence to the norm of sending back a fair share of the amount received. These results do not qualitatively differ among the three communication media; while face-to-face had the largest volume of messages, all three media proved equally effective in enhancing trust and trustworthiness.


2019 ◽  
pp. 088626051988152
Author(s):  
Kyrie Sellnow ◽  
Karyn Esbensen ◽  
Josh M. Cisler

Trauma research has traditionally focused on altered emotion regulation and its role in psychopathology, whereas mechanisms of social behavior remain comparatively unexplored, particularly among adolescents. It has been previously reported that adolescents with histories of interpersonal violence (IV) demonstrate disrupted social learning, and the degree to which they are impaired during social interactions requiring trustful behaviors may be associated with their levels of anxiety. In the present study, 52 adolescent females ( n = 26 control; n = 26 IV-exposed) between ages of 11 and 17 completed a multi-round adaptation of the Trust Game in which they interacted with a confederate peer run by a computer program, alternating between the roles of investor and investee. The task was designed to operationalize the social behaviors of trust and trust reciprocity, where the magnitude of the participants’ monetary investment in the confederate during the investor role represented trust while the proportion of investment returned to the confederate in the investee role represented trust reciprocity. IV-exposed and control participants did not differ in trust (i.e., as investors); however, IV-exposed participants without anxiety diagnoses demonstrated lower trust than those with anxiety diagnoses. For trust reciprocity (i.e., as investees), there were again no differences between IV-exposed participants and controls; however, IV-exposed participants with anxiety diagnoses had increased trust reciprocity compared with both other groups. Similarly, caregiver-reported anxiety symptoms were associated with trust reciprocity behaviors among the IV-exposed adolescents. Findings suggest that IV exposure and associated anxiety impacts adolescents’ trust behaviors, demonstrating potential mechanisms for maladaptive social behavior among trauma-exposed youth.


2019 ◽  
Vol 33 (1) ◽  
pp. 296-310 ◽  
Author(s):  
Virginia Vannucci ◽  
Eleonora Pantano

Purpose Prior research highlights the extent to which consumers largely appreciate the possibility to choose among different digital touchpoints during the in-store experience, which results in a pervasive introduction of digital touchpoints as the first point of contact between retailers and consumers. However, consumers also give value to the human interactions in the service channels. The previous studies do not conclusively indicate the best balance of digital and human services. The purpose of this paper is to understand consumer-facing in-store services in new technology-enriched retail settings. Design/methodology/approach A qualitative approach involving face-to-face semi structured interviews was applied. To this end, the authors recruited 26 participants in Northern Italy between October and November 2017. Findings Results reveal motivations, preferences and discouraging factors leading consumers’ interactions with digital or human touchpoints. Findings ultimately provide useful guidelines to managers on understanding consumers’ attitudes toward digital vs human touchpoints phenomenon. Originality/value By identifying the key drivers of either digital and human touchpoints selection in offline retail settings, the present study figured out the attributes playing the crucial role in determining consumers’ preference regarding the in-store alternatives. Findings allow a further greater clarification of the practical issues, with emphasis on the new of human–machine integration.


Author(s):  
Michael L. Bernard ◽  
Patrick Xavier ◽  
Paul Wolfenbarger ◽  
Derek Hart ◽  
Russel Waymire ◽  
...  

The intent of Sandia National Laboratories' Human Interactions (HI) project is to demonstrate initial virtual human interaction modeling capability. To accomplish this, we have begun the process of simulating human behavior in a manner that produces life-like characteristics and movement, as well as creating the framework for models that are based on the most current experimental research in cognition, perception, physiology, and cognitive modeling. Currently the simulated human models can sense each other, react to each other, and move about in a simulated 3D environment. A preliminary action generation or motor-level cognition model, which transforms abstract actions generated by high-level cognition to actions that can be carried out by a simulated physical human model, has also been developed. Our work has yielded models of perceptual, spatial, and motor functioning and memory that will be embedded in upgrades to the cognitive framework.


2015 ◽  
Vol 105 (5) ◽  
pp. 621-624 ◽  
Author(s):  
Carolina Castilla

I present results from the first trust game conducted among married couples. The experiment consisted of a one-shot trust game where spouses were taken into separate rooms, not allowed to communicate, given a significant endowment, and both strategies and payoffs were common knowledge. Results indicate that only 3 percent of spouses in the sender role transfer the entire amount; the average proportion sent is 57 percent of the endowment. The limited sending is costly because the household on average is walking away with half of the potential earnings. The results provide further evidence of the lack of Pareto Efficiency within the household.


2018 ◽  
Author(s):  
Manisha Singh

UNSTRUCTURED The power and outreach of the media is enormous and has restructured our society today; the author acknowledges the impact and appreciates the outreach. However, I question the relative lack of focus on physical human interactions and express concern over future training efforts. I have compared and attempted to highlight the components of two interaction scenarios: those of teacher-student, and those of physician-patient. The physician-educators need to generate a discussion regarding the value of each interaction. As a teacher, there is value in online classrooms, and a different value in face-to-face interactions. Similarly, a physician can have major outreach impact by online tele-medicine and tele-education efforts, but in some instances, may need to have the human, physical interaction with the patient. The value of these interactions depends on the roles in which these interactions are experienced. Medical education training must incorporate an understanding of the unique value of different interactions.


Author(s):  
Alla Kovalenko ◽  
◽  
Albina Holovina ◽  

The article presents an analysis of the main methodological principles and schemes of social preferences experimental research, which are determined as a fundamental concept to understanding the behavior of decision-makers in the process of resolving social dilemmas. The models presented in the article include an analysis of the factors that determine social preferences. Among them are the factors of trust, reliability, reciprocity, rejection of inequality, unconditional altruism and competitive advantage. The article provides a description of the strengths and weaknesses of the classic methods for studying social preferences, which usually take the form of ultimatum game, dictator game, trust game and public goods game. The study reveals the importance of the Nash equilibrium as a way to interpret human behavior in resource allocation during the game. Analysis of numerous literary sources shows that the ultimatum game is a classic scheme for studying the altruistic behavior of people. The submission of a proposal and its acceptance is an example of Nash's ideal equilibrium. Deviation from this balance can be interpreted as altruism. In turn, the trust game is a classic scheme for studying the reciprocity and prosocial orientation. If the behavior of players deviates from Nash's equilibrium, it is interpreted as being caused by trust and reciprocity. The dictator game is a classic scheme for studying the rejection of inequality. The subject's behavior can be interpreted as a rejection of inequality or altruism, but not as a rejection of risk, as the offer of Player 1 is mandatory for Player 2. Public goods game is a classic scheme for studying the competitive orientation. Nash's ideal balance in this form of play is to do nothing for public consumption, but deviating from this rule is interpreted as altruistic behavior that is the opposite of competitive orientation. As a result, the design of psychological research is presented, which most accurately typologies the social preferences of the subjects and can contribute to the creation of a representative model of decision-making process.


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