Investigating the Impact of Action Framing Manipulations On Ultimatum Game Players

2021 ◽  
Author(s):  
Eve Fabre ◽  
Mickaël Causse ◽  
Lorella Lotto

The present study aimed at investigating the impact of action framing manipulations − which consists in priming an individual to act in a certain way − on ultimatum game players. In Experiment 1 (N = 188), participants who played as responders were asked to indicate which offers (from 1€ to 9€) they would either accept or reject. Responders’ minimal offer acceptable was higher in the reject frame than in the accept frame, suggesting that compared to the reject frame the accept action frame primed responders to accept a wider range of offers and favored the acceptance of unfair offers. In Experiment 2 (N = 400), participants played as proposer and were asked to indicate either how much money they wanted to keep for themselves (i.e., selfish frame) or give to the responder (i.e., prosocial frame). Surprisingly, proposers were found to be more generous in the selfish frame than in the prosocial frame. Compared to the prosocial frame, the selfish frame may have led proposers to focus more intensely on the loss inflicted to the responder which triggered a stronger anticipated feeling of guilt, thereby inducing them to be more generous in the selfish than in the prosocial action frame.

Games ◽  
2020 ◽  
Vol 11 (4) ◽  
pp. 44
Author(s):  
Luis Santos-Pinto ◽  
Tiago Pires

We analyze the impact of overconfidence on the timing of entry in markets, profits, and welfare using an extension of the quantity commitment game. Players have private information about costs, one player is overconfident, and the other one rational. We find that for slight levels of overconfidence and intermediate cost asymmetries, there is a unique cost-dependent equilibrium where the overconfident player has a higher ex-ante probability of being the Stackelberg leader. Overconfidence lowers the profit of the rational player but can increase that of the overconfident player. Consumer rents increase with overconfidence while producer rents decrease which leads to an ambiguous welfare effect.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Hernando Santamaría-García ◽  
Jorge Martínez Cotrina ◽  
Nicolas Florez Torres ◽  
Carlos Buitrago ◽  
Diego Mauricio Aponte-Canencio ◽  
...  

AbstractAchieving justice could be considered a complex social decision-making scenario. Despite the relevance of social decisions for legal contexts, these processes have still not been explored for individuals who work as criminal judges dispensing justice. To bridge the gap, we used a complex social decision-making task (Ultimatum game) and tracked a heart rate variability measurement: the square root of the mean squared differences of successive NN intervals (RMSSD) at their baseline (as an implicit measurement that tracks emotion regulation behavior) for criminal judges (n = 24) and a control group (n = 27). Our results revealed that, compared to controls, judges were slower and rejected a bigger proportion of unfair offers. Moreover, the rate of rejections and the reaction times were predicted by higher RMSSD scores for the judges. This study provides evidence about the impact of legal background and expertise in complex social decision-making. Our results contribute to understanding how expertise can shape criminal judges’ social behaviors and pave the way for promising new research into the cognitive and physiological factors associated with social decision-making.


2018 ◽  
Author(s):  
Paloma Díaz-Gutiérrez ◽  
Juan E. Arco ◽  
Sonia Alguacil ◽  
Carlos González-García ◽  
María Ruz

AbstractPrior personal information is highly relevant during social interactions. Such knowledge aids in the prediction of others, and it affects choices even when it is unrelated to actual behaviour. In this investigation, we aimed to study the neural representation of positive and negative personal expectations, how these impact subsequent choices, and the effect of mismatches between expectations and encountered behaviour. We employed functional Magnetic Resonance Imaging in combination with a version of the Ultimatum Game (UG) where participants were provided with information about their partners’ moral traits previous to their fair or unfair offers. Univariate and multivariate analyses revealed the implication of the supplementary motor area (SMA) and inferior frontal gyrus (IFG) in the representation of expectations about the partners in the game. Further, these regions also represented the valence of expectations, together with the ventromedial prefrontal cortex (vmPFC). Importantly, the performance of multivariate classifiers in these clusters correlated with a behavioural choice bias to accept more offers following positive descriptions, highlighting the impact of the valence on the expectations on participants’ economic decisions. Altogether, our results suggest that expectations based on social information guide future interpersonal decisions and that the neural representation of such expectations in the vmPFC is related to their influence on behaviour.


Author(s):  
Laura Freina ◽  
Rosa Bottino ◽  
Mauro Tavella ◽  
Carlo Chiorri

The present paper presents the results of an experiment aimed at assessing the impact of different levels of immersion on performance in a Spatial Perspective Taking (SPT) task. Since SPT is an embodied skill, the hypothesis was that the more immersive a tool is, the better the performance should be. Ninety-eight students from a local primary school have played with three different versions of a game: (i) completely immersive with a Head Mounted Display, (ii) semi immersive on a computer screen and (iii) non-immersive where no movements were possible for the player. Results showed that in the immersive versions of the game, players obtained higher scores than in the non-immersive version, suggesting that an immersive tool can better support performance in a SPT task.


2021 ◽  
Vol 1 (3) ◽  
pp. 361-367
Author(s):  
Mokhammad Ilham Fuady ◽  
Siti Malikhah Towaf ◽  
I Dewa Putu Eskasasnanda ◽  
I Nyoman Ruja

This study aims to describe (1) the background of SMPN 1 Porong students playing clash of clans games, (2) the characteristics of clash of clans game players at SMPN 1 Porong, (3) the impact of clash of clans game on students' learning outcomes at SMPN 1 Porong. The research was conducted at SMPN 1 Porong Subdistrict Porong Sidoarjo which was designed using qualitative approach with descriptive research type. The results of this study are: (1) students playing clash of clans games due to the influence of friends, loneliness and supportive facilities; (2) The characteristics of clash of clans players at SMPN 1 Porong are male, have free time, players are economically well-off students; (3) The influence of clash of clans game addiction on the learning outcomes of SMPN 1 Porong students is that students become easily lost concentration so that their learning outcomes are less satisfactory, with average learning outcomes (80) and slightly above average (82). Penelitian ini bertujuan untuk mendeskripsikan (1) latar belakang siswa SMPN 1 Porong bermain game clash of clans, (2) karakteristik pemain game clash of clans di SMPN 1 Porong, (3) dampak game clash of clans terhadap hasil belajar siswa di SMPN 1 Porong. Penelitian dilakukan di SMPN 1 Porong Kecamatan Porong Kabupaten Sidoarjo yang dirancang menggunakan pendekatan kualitatif dengan jenis penelitian deskriptif. Hasil penelitian ini adalah: (1) siswa bermain game clash of clans dikarenakan pengaruh teman, kesepian dan fasilitas yang mendukung; (2) Karakteristik pemain game clash of clans di SMPN 1 Porong adalah laki-laki, memiliki waktu luang, pemain merupakan siswa yang berkecukupan dalam segi ekonomi; (3) pengaruh kecanduan game clash of clans terhadap hasil belajar siswa SMPN 1 Porong adalah siswa menjadi mudah hilang konsentrasi sehingga hasil belajar mereka kurang memuaskan, dengan hasil belajar rata-rata (80) dan sedikit di atas rata-rata (82).


2021 ◽  
Vol 12 ◽  
Author(s):  
Zhen Zhang ◽  
Hui Zhao ◽  
Ruixue Liu ◽  
Chunhui Qi

People show a strong aversion to inequality and are willing to sacrifice their own interests to punish violations of fairness norms. Empirical research has found that group membership could influence the fairness judgment and norm enforcement of the individuals but has shown inconsistent findings and has not focused much on the potential moderators. Here, the two studies aimed to investigate whether victim sensitivity and proposal size moderate the impact of group membership on reactions to unfair proposals. In both studies, the participants with different victim sensitivity (low vs. high group) played the hypothetical (Study 1) and incentivized (Study 2) ultimatum game under the intragroup and intergroup condition and indicated their responses to the different proposals. Results showed that, regardless of the victim sensitivity, ingroup member is often given preferential and positive treatment. Low victim sensitive persons are more likely to accept unfair offers from the ingroup than the outgroup, while this effect was attenuated for those with high victim sensitivity, especially for highly ambiguous unfair offers (offer 6:4 in Study 1 and 8:2 in Study 2). Moreover, the ingroup favoritism score for ambiguous unfair offers was smaller for high compared with the victim sensitivity group. Taken together, the victim sensitivity, and proposal size could moderate the ingroup favoritism on responses to unfairness.


2010 ◽  
Vol 3 (5) ◽  
pp. 39-50 ◽  
Author(s):  
James R. Seldon ◽  
Peter Tsigaris

In this paper we examine the ultimatum game’s income distribution and efficiency implications and modify the game to investigate the impact of re-distributional policies imposed on the parties.


2008 ◽  
Author(s):  
Tamar Krishnamurti ◽  
Carey Morewedge ◽  
Dan Ariely
Keyword(s):  

2014 ◽  
Vol 45 (6) ◽  
pp. 1301-1313 ◽  
Author(s):  
E. Pulcu ◽  
E. J. Thomas ◽  
P. D. Trotter ◽  
M. McFarquhar ◽  
G. Juhasz ◽  
...  

Background.Prosocial emotions related to self-blame are important in guiding human altruistic decisions. These emotions are elevated in major depressive disorder (MDD), such that MDD has been associated with guilt-driven pathological hyper-altruism. However, the impact of such emotional impairments in MDD on different types of social decision-making is unknown.Method.In order to address this issue, we investigated different kinds of altruistic behaviour (interpersonal cooperation and fund allocation, altruistic punishment and charitable donation) in 33 healthy subjects, 35 patients in full remission (unmedicated) and 24 currently depressed patients (11 on medication) using behavioural-economical paradigms.Results.We show a significant main effect of clinical status on altruistic decisions (p = 0.04) and a significant interaction between clinical status and type of altruistic decisions (p = 0.03). More specifically, symptomatic patients defected significantly more in the Prisoner's Dilemma game (p < 0.05) and made significantly lower charitable donations, whether or not these incurred a personal cost (p < 0.05 and p < 0.01, respectively). Currently depressed patients also reported significantly higher guilt elicited by receiving unfair financial offers in the Ultimatum Game (p < 0.05).Conclusions.Currently depressed individuals were less altruistic in both a charitable donation and an interpersonal cooperation task. Taken together, our results challenge the guilt-driven pathological hyper-altruism hypothesis in depression. There were also differences in both current and remitted patients in the relationship between altruistic behaviour and pathological self-blaming, suggesting an important role for these emotions in moral and social decision-making abnormalities in depression.


2012 ◽  
Vol 2012 ◽  
pp. 1-15
Author(s):  
Lu Wang ◽  
Jian-gang Wang ◽  
Rui Meng ◽  
Neng-gang Xie

It takes two design goals as different game players and design variables are divided into strategy spaces owned by corresponding game player by calculating the impact factor and fuzzy clustering. By the analysis of behavior characteristics of two kinds of intelligent pigs, the big pig's behavior is cooperative and collective, but the small pig's behavior is noncooperative, which are endowed with corresponding game player. Two game players establish the mapping relationship between game players payoff functions and objective functions. In their own strategy space, each game player takes their payoff function as monoobjective for optimization. It gives the best strategy upon other players. All the best strategies are combined to be a game strategy set. With convergence and multiround game, the final game solution is obtained. Taking bi-objective optimization of luffing mechanism of compensative shave block, for example, the results show that the method can effectively solve bi-objective optimization problems with preferred target and the efficiency and accuracy are also well.


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