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1.
Psychol Sci ; 22(4): 523-31, 2011 Apr.
Article in English | MEDLINE | ID: mdl-21372324

ABSTRACT

Under pressure, people often prefer what is familiar, which can seem safer than the unfamiliar. We show that such favoring of familiarity can lead to choices precisely contrary to the source of felt pressure, thus exacerbating, rather than mitigating, its negative consequences. In Experiment 1, time pressure increased participants' frequency of choosing to complete a longer but incidentally familiar task option (as opposed to a shorter but unfamiliar alternative), resulting in increased felt stress during task completion. In Experiment 2, pressure to reach a performance benchmark in a chosen puzzle increased participants' frequency of choosing an incidentally familiar puzzle that both augured and delivered objectively worse performance (i.e., fewer points obtained). Participants favored this familiar puzzle even though familiarity was established through unpleasant prior experience. This "devil you know" preference under pressure contrasted with disfavoring of the negatively familiar option in a pressure-free situation. These results demonstrate that pressure-induced flights to familiarity can sometimes aggravate rather than ameliorate pressure, and can occur even when available evidence points to the suboptimality of familiar options.


Subject(s)
Recognition, Psychology , Stress, Psychological/psychology , Choice Behavior , Escape Reaction , Games, Experimental , Humans , Male
2.
Cereb Cortex ; 21(1): 95-102, 2011 Jan.
Article in English | MEDLINE | ID: mdl-20444840

ABSTRACT

There is a growing consensus that the brain computes value and saliency-like signals at the time of decision-making. Value signals are essential for making choices. Saliency signals are related to motivation, attention, and arousal. Unfortunately, an unequivocal characterization of the areas involved in these 2 distinct sets of processes is made difficult by the fact that, in most experiments, both types of signals are highly correlated. We dissociated value and saliency signals using a novel human functional magnetic resonance imaging decision-making task. Activity in the medial orbitofrontal, rostral anterior cingulate, and posterior cingulate cortices was modulated by value but not saliency. The opposite was true for dorsal anterior cingulate, supplementary motor area, insula, and the precentral and fusiform gyri. Only the ventral striatum and the cuneus were modulated by both value and saliency.


Subject(s)
Attention/physiology , Brain/anatomy & histology , Brain/physiology , Decision Making/physiology , Judgment/physiology , Adult , Brain Mapping/methods , Female , Humans , Magnetic Resonance Imaging/methods , Male , Middle Aged , Motivation , Neuropsychological Tests , Reward , Young Adult
3.
Psychol Sci ; 21(1): 118-25, 2010 Jan.
Article in English | MEDLINE | ID: mdl-20424032

ABSTRACT

We show how being "jilted"-that is, being thwarted from obtaining a desired outcome-can concurrently increase desire to obtain the outcome, but reduce its actual attractiveness. Thus, people can come to both want something more and like it less. Two experiments illustrate such disjunctions following jilting experiences. In Experiment 1, participants who failed to win a prize were willing to pay more for it than those who won it, but were also more likely to trade it away when they ultimately obtained it. In Experiment 2, failure to obtain an expected reward led to increased choice, but also negatively biased evaluation, of an item that was merely similar to that reward. Such disjunctions were exhibited particularly by individuals low in intensity of felt affect, a finding supporting an emotional basis for relative harmonization of wanting and liking. These results demonstrate how dissociable psychological subsystems for wanting and liking can be driven in opposing directions.


Subject(s)
Affect , Frustration , Motivation , Rejection, Psychology , Reward , Adaptation, Psychological , Choice Behavior , Female , Humans , Male , Models, Psychological , Video Games
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