Split-Second Trustworthiness Detection From Faces in an Economic Game

Author(s):  
Wim De Neys ◽  
Astrid Hopfensitz ◽  
Jean-François Bonnefon

Abstract. Economic interactions often imply to gauge the trustworthiness of others. Recent studies showed that when making trust decisions in economic games, people have some accuracy in detecting trustworthiness from the facial features of unknown partners. Here we provide evidence that this face-based trustworthiness detection is a fast and intuitive process by testing its performance at split-second levels of exposure. Participants played a Trust game, in which they made decisions whether to trust another player based on their picture. In two studies, we manipulated the exposure time of the picture. We observed that trustworthiness detection remained better than chance for exposure times as short as 100 ms, although it disappeared with an exposure time of 33 ms. We discuss implications for ongoing debates on the use of facial inferences for social and economic decisions.

2017 ◽  
Vol 26 (3) ◽  
pp. 276-281 ◽  
Author(s):  
Jean-François Bonnefon ◽  
Astrid Hopfensitz ◽  
Wim De Neys

Humans are willing to cooperate with each other for mutual benefit—and to accept the risk of exploitation. To avoid collaborating with the wrong person, people sometimes attempt to detect cooperativeness in others’ body language, facial features, and facial expressions. But how reliable are these impressions? We review the literature on the detection of cooperativeness in economic games, from those with protocols that provide a lot of information about players (e.g., through long personal interactions) to those with protocols that provide minimal information (e.g., through the presentation of passport-like pictures). This literature suggests that people can detect cooperativeness with a small but significant degree of accuracy when they have interacted with or watched video clips of other players, but that they have a harder time extracting information from pictures. The conditions under which people can detect cooperation from pictures with better than chance accuracy suggest that successful cooperation detection is supported by purely intuitive processes.


2021 ◽  
Vol 12 ◽  
Author(s):  
Martin Weiß ◽  
Marko Paelecke ◽  
Johannes Hewig

In everyday life, assumptions about our peers' as well as our own personality shape social interactions. We investigated whether self-rated personality and inferences drawn from partners' faces influence economic decisions. Participants (N = 285) played the trust game in the role of the trustor as well as the ultimatum game in the role of the proposer and interacted with trustees and receivers represented by prototypical personality faces. Participants also evaluated both their own traits and the personality of the faces. In the trust game, trustees represented by faces rated higher on agreeableness yielded higher transferred amounts. This effect was more pronounced for trustors low on dispositional trust, whereas trustors high on dispositional trust did not relate their decisions to the faces. Trustees represented by faces rated higher on conscientiousness yielded higher transferred amounts only for trustors high on dispositional anxiety. In the ultimatum game, receivers represented by faces rated higher on conscientiousness yielded lower offers only for proposers high on dispositional assertiveness. These results extend previous findings on the inferences drawn from facial features and the influence of personality on decision making. They highlight the importance of considering the personality of both interaction partner, as well as potential interactions of players' traits.


2019 ◽  
Vol 33 (1) ◽  
pp. 89-103 ◽  
Author(s):  
William H.B. McAuliffe ◽  
Daniel E. Forster ◽  
Eric J. Pedersen ◽  
Michael E. McCullough

The Dictator Game, a face valid measure of altruism, and the Trust Game, a face valid measure of trust and trustworthiness, are among the most widely used behavioural measures in human cooperation research. Researchers have observed considerable covariation among these and other economic games, leading them to assert that there exists a general human propensity to cooperate that varies in strength across individuals and manifests itself across a variety of social settings. To formalize this hypothesis, we created an S–1 bifactor model using 276 participants’ Dictator Game and Trust Game decisions. The general factor had significant, moderate associations with self–reported and peer–reported altruism, trust, and trustworthiness. Thus, the positive covariation among economic games is not reducible to the games’ shared situational features. Two hundred participants returned for a second session. The general factor based on Dictator Game and Trust Game decisions from this session did not significantly predict self–reported and peer–reported cooperation, suggesting that experience with economic games causes them to measure different traits from those that are reflected in self–assessments and peer–assessments of cooperativeness. © 2018 European Association of Personality Psychology


2017 ◽  
Vol 40 ◽  
Author(s):  
Christopher Y. Olivola ◽  
Alexander Todorov

AbstractThe influence of appearances goes well beyond physical attractiveness and includes the surprisingly powerful impact of “face-ism” – the tendency to stereotype individuals based on their facial features. A growing body of research has revealed that these face-based social attributions bias the outcomes of labor markets and experimental economic games in ways that are hard to explain via evolutionary mating motives.


2017 ◽  
Vol 152 (5) ◽  
pp. S652-S653
Author(s):  
Leonardo Frazzoni ◽  
Marzio Frazzoni ◽  
Nicola de Bortoli ◽  
Salvatore Tolone ◽  
Manuele Furnari ◽  
...  

Author(s):  
D. W. Plath

The objective of this research was to compare the readability of slanted and vertically segmented numerals with the readability of the numeral design recommended in most human engineering guides. The specific variable investigated was the accuracy with which the numbers could be read at three exposure times. Results indicated that the readability of the slanted segmented numerals was no better than that of the vertical segmented numerals. Both forms of segmented displays were significantly inferior to the conventional numerals in readability. It was concluded that segmented displays, as presently designed, should not be used where accuracy is critical and exposure time is severely limited.


1977 ◽  
Vol 53 (6) ◽  
pp. 355-363 ◽  
Author(s):  
Bijan Payandeh

A simulation model was recently developed to aid forest managers in making rational economic decisions with respect to the various regeneration systems. The model capitalizes on the forest manager's experience with, and opinions of, different aspects of these systems. Opinions expressed as his subjective estimates need not be exact nor based entirely on actual data as long as they are free of bias. The final results will indicate the probability that one regeneration system might be better than others, and by how much.This paper demonstrates by means of three examples the application and interpretation of the results of the model. Although the input estimates used for these examples are believed to be well within the present cost structure, it is the application of the model as a decision-making tool that should concern the reader and not so much the results of the examples.


Author(s):  
Anup Gampa ◽  
Jessica V. Linley ◽  
Brian Roe ◽  
Keith L. Warren

Purpose Therapeutic communities (TCs) assume that residents are capable of working together to overcome substance abuse and criminal behavior. Economic games allow us to study the potential of cooperative behavior in TC residents. The paper aims to discuss this issue. Design/methodology/approach The authors analyze results from a sample of 85 corrections-based TC residents and a comparison group of 45 individuals drawn from the general population who participated in five well-known economic experiments – the dictator game, the ultimatum game, the trust game, risk attitude elicitation and time preference elicitation. Findings TC residents keep less money in the dictator game and return more in the trust game, and prefer short-term rewards in the time preference elicitation. In the ultimatum game, nearly half of all residents refuse offers that are either too low or too high. Research limitations/implications While the study involves a sample from one TC and a comparison group, the results suggest that residents are at least comparable to the general public in generosity and appear willing on average to repay trust. A substantial minority may have difficulty accepting help. Practical implications Rapid peer feedback is of value. Residents will be willing to offer help to peers. The TC environment may explain residents’ tendency to return money in the trust game. Residents who refuse to accept offers that are either too low or too high in the ultimatum game may also have difficulty in accepting help from peers. Social implications Economic games may help to clarify guidelines for TC clinical practice. Originality/value This is the first use of economic games with TC residents.


2016 ◽  
Vol 57 (1) ◽  
pp. 25-35 ◽  
Author(s):  
Seyyedeh Mahbubeh Mousavi ◽  
Sohrab Imani ◽  
Davoud Dorranian ◽  
Kambiz Larijani ◽  
Mahmoud Shojaee

Abstract This study investigated the potential effect of cold plasma on reducing residues of pesticides diazinon and chlorpyrifos in apples and cucumbers and its effects on property of products. Two separate concentrations of each pesticide with 500 and 1,000 ppm were prepared and the samples were inoculated by dipping them into the solutions. All samples treated with pesticides were exposed to cold plasma in a monopole cold plasma apparatus (DBD) run at 10 and 13 kV voltages. Liquid-liquid extraction (LLE) was used to remove pesticide residues from the samples. Eventually, high-performance liquid chromatography (HPLC) was used to measure the amount of pesticides in the samples. Also, to investigate generated metabolites, extracts were injected into a GC/MS apparatus. In addition, the effects of cold plasma on humidity, tissue hardness, color and the sugar percentage of products were analyzed. The results revealed that treatment of samples with cold plasma considerably reduced pesticide residues without leaving any traces of harmful or toxic substances. Furthermore, it did not have any undesirable effects on the color and texture of the samples. The efficiency of this method increased with higher voltage and longer exposure time. In general, the best results were obtained by the combination of 500 ppm concentration, 10 min exposure and 13 kV voltages. The residues of diazinon were reduced better than the residues of chlorpyrifos. Apples were detoxified much better than cucumbers. Also, cold plasma treatment transformed diazinon and chlorpyrifos pesticides into their less toxic metabolites. The results showed that with increased voltage and longer exposure time, cold plasma caused few changes in moisture and glucose content, texture hardness and color of products. Th ere were no significant difference between treated samples and control in all treatments.


2018 ◽  
Author(s):  
Stephanie Tulk ◽  
Eva Wiese

As humanoid robots become more advanced and commonplace, the average user may find themselves in the position of wondering if their robotic companion truly possesses a mind. It is important for scientists and designers to consider how this will likely affect our interactions with social robots. The current paper explores how social decision making with humanoid robots changes as the degree of their human-likeness changes. For that purpose, we created a spectrum of human-like agents via morphing that ranged from very robot-like to very human-like in physical appearance (in increments of 20%) and measured how this change in physical humanness affected decision-making in two economic games: Ultimatum Game (Experiment 1) and Trust Game (Experiment 2). We expected increases in human-like appearance to lead to a higher rate of punishment for unfair offers in the Ultimatum Game, and to a higher rate of trust in the Trust Game. While physical humanness did not have an impact on economic decisions in either of the experiments, follow-up analyses showed that both subjective ratings of trust and agent approachability mediated the effect of agent appearance on decision-making in both experiments. Possible consequences of these findings for human- robot interactions are discussed.


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