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1.
PLoS One ; 19(5): e0303259, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-38748683

RESUMEN

This study investigates the effectiveness of gamification in enhancing learning outcomes in Environmental, Social, and Governance (ESG) education. Employing a cluster randomized experiment, the research involved 22 classes from four universities, divided into gamified and traditional teaching groups. The gamified group engaged with ESG concepts through interactive, game-like elements, while the control group followed standard educational practices. The study aimed to determine whether gamification could improve ESG course effectiveness and enhance Psychological Ownership and Perceived Importance, thereby influencing learning outcomes. Data collected through post-experiment surveys were analyzed using multiple linear regression and Structural Equation Modeling (SEM). Results indicated that students in the gamified group performed significantly better in ESG exams compared to the control group, demonstrating the effectiveness of gamification in enhancing academic achievement. The SEM analysis further revealed that gamification positively impacted Psychological Ownership and Perceived Importance, which in turn significantly improved academic performance. These findings suggest that incorporating gamification in ESG education can effectively engage students and deepen their understanding of complex sustainability issues. This study contributes to the field by highlighting the potential of gamification as a transformative tool in higher education, particularly in teaching abstract and multifaceted subjects like ESG.


Asunto(s)
Aprendizaje , Estudiantes , Humanos , Masculino , Femenino , Estudiantes/psicología , Universidades , Adulto Joven , Juegos de Video , Juegos Experimentales , Adulto , Encuestas y Cuestionarios
2.
Sci Rep ; 14(1): 11397, 2024 05 18.
Artículo en Inglés | MEDLINE | ID: mdl-38762655

RESUMEN

Social decision-making is known to be influenced by predictive emotions or the perceived reciprocity of partners. However, the connection between emotion, decision-making, and contextual reciprocity remains less understood. Moreover, arguments suggest that emotional experiences within a social context can be better conceptualised as prosocial rather than basic emotions, necessitating the inclusion of two social dimensions: focus, the degree of an emotion's relevance to oneself or others, and dominance, the degree to which one feels in control of an emotion. For better representation, these dimensions should be considered alongside the interoceptive dimensions of valence and arousal. In an ultimatum game involving fair, moderate, and unfair offers, this online study measured the emotions of 476 participants using a multidimensional affective rating scale. Using unsupervised classification algorithms, we identified individual differences in decisions and emotional experiences. Certain individuals exhibited consistent levels of acceptance behaviours and emotions, while reciprocal individuals' acceptance behaviours and emotions followed external reward value structures. Furthermore, individuals with distinct emotional responses to partners exhibited unique economic responses to their emotions, with only the reciprocal group exhibiting sensitivity to dominance prediction errors. The study illustrates a context-specific model capable of subtyping populations engaged in social interaction and exhibiting heterogeneous mental states.


Asunto(s)
Toma de Decisiones , Emociones , Humanos , Masculino , Femenino , Emociones/fisiología , Adulto , Adulto Joven , Individualidad , Juegos Experimentales , Conducta Social , Adolescente , Relaciones Interpersonales
3.
J Exp Child Psychol ; 243: 105930, 2024 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-38643737

RESUMEN

Common ground is the knowledge, beliefs, and suppositions shared between partners in an interaction. Previous research has focused extensively on what partners know they know together, that is, "common knowledge." However, another important aspect of common ground is what partners know they do not know together, that is, "common ignorance." A new coordination game was designed to investigate children's use of common ignorance. Without communicating or seeing each other's decisions, 4- to 8-year-olds needed to make the same decision as their partner about whether to try to retrieve a reward. To retrieve it, at least one of them needed to know a secret code. The knowledge/ignorance of both partners was ostensively manipulated by showing one partner, both partners, or neither partner the secret code in four conditions: common knowledge (both knew the code), common ignorance (neither partner knew the code), common privileged self knowledge (only children knew the code), and common privileged other knowledge (only their partner knew the code). Children's decisions, latency, and uncertainty were coded. Results showed that the common ignorance states were generally more difficult than the common knowledge states. Unexpectedly, children at all ages had difficulty with coordinating when their partner knew the code but they themselves did not (common privileged other knowledge). This study shows that, along with common knowledge, common ignorance and common privileged self knowledge and other knowledge also play important roles in coordinating with others but may develop differently.


Asunto(s)
Comprensión , Humanos , Niño , Masculino , Femenino , Preescolar , Toma de Decisiones , Conocimiento , Desarrollo Infantil/fisiología , Juegos Experimentales , Relaciones Interpersonales
4.
Neuroimage ; 290: 120565, 2024 Apr 15.
Artículo en Inglés | MEDLINE | ID: mdl-38453102

RESUMEN

People tend to perceive the same information differently depending on whether it is expressed in an individual or a group frame. It has also been found that the individual (vs. group) frame of expression tends to lead to more charitable giving and greater tolerance of wealth inequality. However, little is known about whether the same resource allocation in social interactions elicits distinct responses depending on proposer type. Using the second-party punishment task, this study examined whether the same allocation from different proposers (individual vs. group) leads to differences in recipient behavior and the neural mechanisms. Behavioral results showed that reaction times were longer in the unfair (vs. fair) condition, and this difference was more pronounced when the proposer was the individual (vs. group). Neural results showed that proposer type (individual vs. group) influenced early automatic processing (indicated by AN1, P2, and central alpha band), middle processing (indicated by MFN and right frontal theta band), and late elaborative processing (indicated by P3 and parietal alpha band) of fairness in resource allocation. These results revealed more attentional resources were captured by the group proposer in the early stage of fairness processing, and more cognitive resources were consumed by processing group-proposed unfair allocations in the late stage, possibly because group proposers are less identifiable than individual proposers. The findings provide behavioral and neural evidence for the effects of "individual/group" framing leading to cognitive differences. They also deliver insights into social governance issues, such as punishing individual and/or group violations.


Asunto(s)
Electroencefalografía , Juegos Experimentales , Humanos , Potenciales Evocados/fisiología , Interacción Social , Castigo/psicología
5.
J Pediatr Nurs ; 76: e1-e8, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-38443211

RESUMEN

PURPOSE: Comparing the effect of serious game and problem-based learning on nursing students' knowledge and clinical decision-making skill regarding the application of transfusion medicine in pediatric nursing. DESIGN AND METHODS: In this quasi-experimental study, 76 undergraduate nursing students were enrolled through a convenience sampling method, and were allocated to one of the three groups of serious game, problem-based learning, and control through the block randomization method. Data were collected using a valid and reliable 3-part researcher-made tool, completed before and two weeks after the intervention. Statistical analysis was performed using paired t-test, analysis of covariance, and Bonferroni post hoc test. A significance level of <0.05 was considered. RESULTS: After the intervention, mean scores of both knowledge and clinical decision-making skill increased significantly in both intervention groups (p < 0.05). Mean post-test scores of both knowledge and clinical decision-making skill in the serious game group, and only clinical decision-making skill in the problem-based learning group were significantly higher than the control group (p < 0.05). However, no significant difference was observed regarding mean post-test scores of both knowledge and clinical decision-making skill between the intervention groups (p > 0.05). CONCLUSIONS: Both serious game and problem-based learning are proven to be effective in improving nursing students' knowledge and clinical decision-making skill regarding the application of transfusion medicine in pediatric nursing. PRACTICE IMPLICATIONS: Since learning now occurs beyond classrooms and the new generation of students spend most of their time in virtual places, utilizing technology-based teaching methods like serious games can benefit both educators and students by providing continuous education, saving their time and expenses, etc.


Asunto(s)
Competencia Clínica , Toma de Decisiones Clínicas , Enfermería Pediátrica , Aprendizaje Basado en Problemas , Estudiantes de Enfermería , Humanos , Femenino , Masculino , Estudiantes de Enfermería/psicología , Enfermería Pediátrica/educación , Medicina Transfusional/educación , Bachillerato en Enfermería , Adulto Joven , Evaluación Educacional , Conocimientos, Actitudes y Práctica en Salud , Juegos Experimentales
6.
Sci Rep ; 14(1): 3393, 2024 02 09.
Artículo en Inglés | MEDLINE | ID: mdl-38336923

RESUMEN

Partner choice promotes competition among individuals to be selected as a cooperative partner, a phenomenon referred to as competitive altruism. We explored whether chimpanzees engage in competitive altruism in a triadic Ultimatum Game where two proposers can send offers simultaneously or consecutively to a responder who can only accept one of the two competing offers. In a dyadic control condition only one proposer at a time could send an offer to the responder. Chimpanzees increased their offers across trials in the competitive triadic, but not in the dyadic control condition. Chimpanzees also increased their offers after being rejected in previous triadic trials. Furthermore, we found that chimpanzees, under specific conditions, outcompete first proposers in triadic consecutive trials before the responder could choose which offer to accept by offering more than what is expected if they acted randomly or simply offered the smallest possible amount. These results suggest that competitive altruism in chimpanzees did not emerge just as a by-product of them trying to increase over previous losses. Chimpanzees might consider how others' interactions affect their outcomes and engage in strategies to maximize their chances of being selected as cooperative partners.


Asunto(s)
Terapia de Aceptación y Compromiso , Altruismo , Animales , Humanos , Pan troglodytes , Juegos Experimentales , Toma de Decisiones
7.
BMC Public Health ; 24(1): 342, 2024 02 01.
Artículo en Inglés | MEDLINE | ID: mdl-38302879

RESUMEN

BACKGROUND: Strengthening the surveillance of zoonotic diseases emergence in the wild meat value chains is a critical component of the prevention of future health crises. Community hunters could act as first-line observers in zoonotic pathogens surveillance systems in wildlife, by reporting early signs of the possible presence of a disease in the game animals they observe and manipulate on a regular basis. METHODS: An experimental game was developed and implemented in a forested area of Gabon, in central Africa. Our objective was to improve our understanding of community hunters' decision-making when finding signs of zoonotic diseases in game animals: would they report or dissimulate these findings to a health agency? 88 hunters, divided into 9 groups of 5 to 13 participants, participated in the game, which was run over 21 rounds. In each round the players participated in a simulated hunting trip during which they had a chance of capturing a wild animal displaying clinical signs of a zoonotic disease. When signs were visible, players had to decide whether to sell/consume the animal or to report it. The last option implied a lowered revenue from the hunt but an increased probability of early detection of zoonotic diseases with benefits for the entire group of hunters. RESULTS: The results showed that false alerts-i.e. a suspect case not caused by a zoonotic disease-led to a decrease in the number of reports in the next round (Odds Ratio [OR]: 0.46, 95% Confidence Interval [CI]: 0.36-0.8, p < 0.01). Hunters who had an agricultural activity in addition to hunting reported suspect cases more often than others (OR: 2.05, 95% CI: 1.09-3.88, p < 0.03). The number of suspect case reports increased with the rank of the game round (Incremental OR: 1.11, CI: 1.06-1.17, p < 0.01) suggesting an increase in participants' inclination to report throughout the game. CONCLUSION: Using experimental games presents an added value for improving the understanding of people's decisions to participate in health surveillance systems.


Asunto(s)
Animales Salvajes , Zoonosis , Animales , Humanos , Zoonosis/epidemiología , Zoonosis/prevención & control , Carne , Probabilidad , Juegos Experimentales
8.
Cogn Sci ; 47(8): e13326, 2023 08.
Artículo en Inglés | MEDLINE | ID: mdl-37548443

RESUMEN

Social expectations guide people's evaluations of others' behaviors, but the origins of these expectations remain unclear. It is traditionally thought that people's expectations depend on their past observations of others' behavior, and people harshly judge atypical behavior. Here, we considered that social expectations are also influenced by a drive for reciprocity, and people evaluate others' actions by reflecting on their own decisions. To compare these views, we performed four studies. Study 1 used an Ultimatum Game task where participants alternated Responder and Proposer roles. Modeling participants' expectations suggested they evaluated the fairness of received offers via comparisons to their own offers. Study 2 replicated these findings and showed that observing selfish behavior (lowball offers) only promoted acceptance of selfishness if observers started acting selfishly themselves. Study 3 generalized the findings, demonstrating that they also arise in the Public Goods Game, emerge cross-culturally, and apply to antisocial punishment whereby selfish players punish generosity. Finally, Study 4 introduced the Trust Game and showed that participants trusted players who reciprocated their behavior, even if it was selfish, as much as they trusted generous players. Overall, this research shows that social expectations and evaluations are rooted in drives for reciprocity. This carries theoretical implications, speaking to a parallel in the mechanisms driving both decision-making and social evaluations, along with practical importance for understanding and promoting cooperation.


Asunto(s)
Juegos Experimentales , Motivación , Humanos , Conducta Social , Confianza , Castigo
9.
PLoS One ; 18(7): e0288019, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-37406012

RESUMEN

Indirect reciprocity is widely recognized as a mechanism for explaining cooperation and can be divided into two sub-concepts: downstream and upstream reciprocity. Downstream reciprocity is supported by reputation; if someone sees you helping someone else, the person who sees this will think higher of you, and you will be more likely to be helped. Upstream reciprocity is helping someone because you are being helped by somebody else, which often happens in everyday life and experimental games. This paper focuses on the behavior of "take" and examines negative upstream reciprocity using an upstream reciprocity framework. The term "take" is defined as "to steal rather than give resources to others." "If something is taken from you, do you take from others?" is an important extension for indirect reciprocity research; subsequently, this paper discusses experiments conducted on whether negative upstream reciprocity is chained and what causes it. The results demonstrated differences between positive and negative upstream reciprocity. In analyzing the data of nearly 600 participants to determine the extent to which negative upstream reciprocity is observed and the causes of negative upstream reciprocity, the study found that If individual A takes resources from individual B, then B is more likely to take resources from a third-party, individual C. Notably, some causes of positive upstream reciprocity were found to have no effect or the opposite effect on negative upstream reciprocity. The results also demonstrate that the first person to take can cause a chain reaction. This paper demonstrates the importance of the first person not taking from someone else and suggests the need to consider various behavioral options for future research on cooperation.


Asunto(s)
Conducta Cooperativa , Juegos Experimentales , Humanos
10.
Sci Rep ; 13(1): 12285, 2023 07 28.
Artículo en Inglés | MEDLINE | ID: mdl-37507440

RESUMEN

Experiencing a social threat, such as social exclusion, is a painful event. In contrast to previous studies providing insight into the processing of a single short-termed threat, we exposed healthy individuals to the simultaneous onset of different social threats. This approach allowed us to track whether these threats are processed independently-or whether they interact in a common system. Using a virtual ball-throwing game (Cyberball), electrophysiological (event-related brain potentials, ERPs) and behavioral (self-reports) responses were collected. We assigned undergraduates to three experimental groups: single threat exclusion (n = 24), single threat loss of control (n = 26), and joint onset of both threats (dual-threat, n = 25). Self-reports indicated an increase in threats (i.e., in perceived exclusion and loss-of-control) in the latter group. The ERPs disentangled the neural responses to each threat: In the dual-threat group, the amplitudes of the P3 responses to exclusionary and intervention events were enhanced. This indicates that individuals are sensitized to each of the threats when the other threat is present simultaneously. Our findings support the theoretical notion of a common cognitive system responding to violations in subjective expectations.


Asunto(s)
Encéfalo , Potenciales Evocados , Humanos , Potenciales Evocados/fisiología , Encéfalo/fisiología , Aislamiento Social/psicología , Juegos Experimentales
11.
Nature ; 618(7967): 1000-1005, 2023 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-37258667

RESUMEN

A hallmark of human intelligence is the ability to plan multiple steps into the future1,2. Despite decades of research3-5, it is still debated whether skilled decision-makers plan more steps ahead than novices6-8. Traditionally, the study of expertise in planning has used board games such as chess, but the complexity of these games poses a barrier to quantitative estimates of planning depth. Conversely, common planning tasks in cognitive science often have a lower complexity9,10 and impose a ceiling for the depth to which any player can plan. Here we investigate expertise in a complex board game that offers ample opportunity for skilled players to plan deeply. We use model fitting methods to show that human behaviour can be captured using a computational cognitive model based on heuristic search. To validate this model, we predict human choices, response times and eye movements. We also perform a Turing test and a reconstruction experiment. Using the model, we find robust evidence for increased planning depth with expertise in both laboratory and large-scale mobile data. Experts memorize and reconstruct board features more accurately. Using complex tasks combined with precise behavioural modelling might expand our understanding of human planning and help to bridge the gap with progress in artificial intelligence.


Asunto(s)
Conducta de Elección , Teoría del Juego , Juegos Experimentales , Inteligencia , Modelos Psicológicos , Humanos , Inteligencia Artificial , Cognición , Movimientos Oculares , Heurística , Memoria , Tiempo de Reacción , Reproducibilidad de los Resultados
12.
Tog (A Coruña) ; 20(1): 99-101, May 31, 2023.
Artículo en Español | IBECS | ID: ibc-223815

RESUMEN

El estudio citado nos proporciona un acercamiento al uso del ajedrez para reducir el riesgo de desarrollar deterioro cognitivo y/o demencia. Se lleva a cabo un estudio piloto controlado, no aleatorizado, con evaluaciones antes y después de un programa de entrenamiento de ajedrez con 22 adultos mayores institucionalizados y semiinstitucionalizados. Se valoran los efectos de esta intervención sobre el estado cognitivo, estado de ánimo y calidad de vida. Se obtienen mejoras significativas en el estado cognitivo y en la percepción de la calidad de vida de los/as participantes.(AU)


This study presents an approach to the use of chess to reduce the risk of developing cognitive impairment and/or dementia. A pilot controlled, non-randomised study was conducted with evaluations before and after a chess training programme with 22 older adults who were institutionalised and semi-institutionalised. The study aimed to assess the effects of this intervention on participants' cognitive status, mood, and quality of life. Significant improvements are obtained in the cognitive state and in the perception of the quality of life of the participants.(AU)


Asunto(s)
Humanos , Masculino , Femenino , Anciano , Disfunción Cognitiva/rehabilitación , Terapia Ocupacional , Juegos Experimentales , Ludoterapia , Calidad de Vida , Salud del Anciano Institucionalizado , Proyectos Piloto , Salud Mental , Salud del Anciano
13.
14.
Psychophysiology ; 60(9): e14319, 2023 09.
Artículo en Inglés | MEDLINE | ID: mdl-37118970

RESUMEN

Depression and social anxiety are common disorders that have a profound impact on social functioning. The need for studying the neural substrates of social interactions in mental disorders using interactive tasks has been emphasized. The field of neuroeconomics, which combines neuroscience techniques and behavioral economics multiplayer tasks such as the Ultimatum Game (UG), can contribute in this direction. We assessed emotions, behavior, and Event-Related Potentials in participants with depression and/or social anxiety symptoms (MD/SA, n = 63, 57 females) and healthy controls (n = 72, 67 females), while they played the UG. In this task, participants received fair, mid-value, and unfair offers from other players. Mixed linear models were implemented to assess trial level changes in neural activity. The MD/SA group reported higher levels of sadness in response to mid-value and unfair offers compared to controls. In controls, the Medial Frontal Negativity associated with fair offers increased over time, while this dynamic was not observed in the MD/SA group. The MD/SA group showed a decreased P3/LPP in all offers, compared to controls. These results indicate an enhanced negative emotional response to unfairness in the MD/SA group. Neural results reveal a blunted response over time to positive social stimuli in the MD/SA group. Moreover, between-group differences in P3/LPP may relate to a reduced saliency of offers and/or to a reduced availability of resources for processing incoming stimuli in the MD/SA group. Findings may shed light into the neural substrates of social difficulties in these disorders.


Asunto(s)
Depresión , Potenciales Evocados , Femenino , Humanos , Depresión/psicología , Potenciales Evocados/fisiología , Emociones , Miedo , Ansiedad/psicología , Juegos Experimentales , Toma de Decisiones/fisiología , Conducta Social
15.
Int J Psychophysiol ; 188: 1-11, 2023 06.
Artículo en Inglés | MEDLINE | ID: mdl-36889599

RESUMEN

People tend to dislike and punish unfair behaviors in social interactions, and this disposition may be moderated by the characteristics of their interaction partner. We used a modified ultimatum game (UG) to investigate players' responses to fair and unfair offers from proposers described as having performed either a moral transgression or a neutral behavior, and recorded an electroencephalogram. The participants' behavior in the UG suggests that people quickly demand more fairness from proposers who have committed moral transgressions rather than neutral behavior. Event-related potentials (ERPs) revealed a significant effect of offer type and of proposer type on P300 activity. The prestimulus α-oscillation power in the neutral behavior condition was significantly lower than that in the moral transgression condition. The post-stimulus ß-event-related synchronization (ß-ERS) was larger for the moral transgression condition than the neutral behavior condition in response to the least fair offers, and larger for neutral behavior than the moral transgression condition in response to the fairest offers. In summary, ß-ERS was influenced by both proposer type and offer type, which revealed different neural responses to the offer from either a morally transgressive or a neutral behavior proposer.


Asunto(s)
Electroencefalografía , Juegos Experimentales , Humanos , Potenciales Evocados/fisiología , Conducta Social , Principios Morales
16.
Psych J ; 12(3): 389-398, 2023 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-36971036

RESUMEN

The association between primary psychopathic traits and non-cooperative behaviors is well-identified. There is a lack of studies on how to motivate cooperative behaviors in individuals with primary psychopathic traits. This study investigated the effects of monetary incentives and social incentives on promoting cooperation in healthy adults with varying primary psychopathic traits. Participants played a one-shot public goods game (PGG) with other anonymous players in three different contexts: a social incentives context where participants' decisions would be judged by others, a monetary incentives context where participants' decisions would result in winning or losing money depending on their contributions, and a control condition where no additional incentives were implemented. We found that, compared to the control condition, both monetary and social incentives significantly improved participants' contributions to the public project-an indicator of cooperative behavior. However, the association between higher primary psychopathic traits and less cooperation was only observed in the context of social incentives. Computational modeling further revealed that this effect can be explained by the diminishing guilt aversion when participants deliberately violated their inferred expectations of themselves from others' perspectives. This study found that social incentives can encourage cooperative behaviors in non-clinical psychopathy, and identified the mental processes navigating this effect.


Asunto(s)
Conducta Cooperativa , Toma de Decisiones , Teoría del Juego , Culpa , Personalidad , Psicopatología , Femenino , Humanos , Masculino , Adulto Joven , Juegos Experimentales , Voluntarios Sanos/psicología , Mentalización , Modelos Psicológicos , Motivación , Pruebas de Personalidad , Autoinforme , Normas Sociales
17.
Hum Brain Mapp ; 44(6): 2451-2464, 2023 04 15.
Artículo en Inglés | MEDLINE | ID: mdl-36749642

RESUMEN

In an ultimatum game, the responder must decide between pursuing self-interest and insisting on fairness, and these choices are affected by the intentions of the proposer. However, the time course of this social decision-making process is unclear. Representational similarity analysis (RSA) is a useful technique for linking brain activity with rich behavioral data sets. In this study, electroencephalography (EEG) was used to measure the time course of neural responses to proposed allocation schemes with different intentions. Twenty-eight participants played an ultimatum game as responders. They had to choose between accepting and rejecting the fair or unfair money allocation schemes of proposers. The schemes were offered based on the proposer's selfish intention (monetary gain), altruistic intention (donation to charity), or ambiguous intention (unknown to the responder). We used a spatiotemporal RSA and inter-subject RSA (IS-RSA) to explore the connections between event-related potentials (ERPs) after offer presentation and intention presentation with four types of behavioral data (acceptance, response time, fairness ratings, and pleasantness ratings). The spatiotemporal RSA results revealed that only response time variation was linked with the difference in ERPs at 432-592 ms after offer presentation on the posterior parietal and prefrontal regions. Meanwhile, the IS-RSA results found a significant association between inter-individual differences in response time and differences in ERP activity at 596-812 ms after the presentation of ambiguous intention, particularly in the prefrontal region. This study expands the intention-based reciprocal model to the third-party context and demonstrates that brain activity can represent response time differences in social decision-making.


Asunto(s)
Toma de Decisiones , Intención , Humanos , Toma de Decisiones/fisiología , Juegos Experimentales , Potenciales Evocados/fisiología , Electroencefalografía , Conducta Social
19.
Neuropsychologia ; 179: 108423, 2023 01 28.
Artículo en Inglés | MEDLINE | ID: mdl-36574534

RESUMEN

During adolescence, social cognition and the brain undergo major developments. Social interactions become more important, and adolescents must learn that not everyone can be trusted equally. Prior knowledge about the trustworthiness of an interaction partner may affect adolescents' expectations about the partner. However, the expectations based on prior knowledge can turn out to be incorrect, causing the need to respond adaptively during the interaction. In the current fMRI study, we investigated the effect of incorrect prior knowledge on adolescent trust behavior and on the neural processes of trust. Thirty-three adolescents (Mage = 17.2 years, SDage = 0.5 years) played two trust games with partners whose behavior was preprogrammed using an algorithm that modeled trustworthy behavior. Prior to the start of both games, participants received information suggesting that the partner in one game was untrustworthy (raising incorrect expectations) and the partner in the other game trustworthy (raising correct expectations). Results indicated that participants adapted their trust behavior following incorrect prior expectations. No evidence for a change in trust behavior was shown when prior expectations were correct. fMRI analyses revealed that when receiving the partner's response, activity in the dorsolateral prefrontal cortex and in the superior parietal gyrus were increased when participants had incorrect expectations about the partner compared to when participants had correct expectations. When making trust decisions, no significant differences in neural activity were found when comparing the two games. This study provides insight into how adolescent trust behavior and neural mechanisms are affected by expectations and provides an increased understanding of the factors that influence adolescent social interactions.


Asunto(s)
Juegos Experimentales , Confianza , Humanos , Adolescente , Lactante , Encéfalo/diagnóstico por imagen , Aprendizaje , Imagen por Resonancia Magnética
20.
Perspect Psychol Sci ; 18(3): 702-709, 2023 05.
Artículo en Inglés | MEDLINE | ID: mdl-36301798

RESUMEN

Wordle is a daily, online brainteaser. The widespread popularity of the game in the early months of 2022 has also led to widespread cheating. Here, we use data from Google Trends and Twitter to explore correlates of cheating on Wordle. We find that cheating behavior is negatively related to religiosity and cultural tightness. Although this is a benign example of cheating behavior, we discuss how popular trends can be used as case studies of group-level behavior.


Asunto(s)
Decepción , Humanos , Juegos Experimentales , Internet
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