Huggable Communication Medium Maintains Level of Trust during Conversation Game.
Takahashi, Hideyuki; Ban, Midori; Osawa, Hirotaka; Nakanishi, Junya; Sumioka, Hidenobu; Ishiguro, Hiroshi
2017-01-01
There have been several attempts in recent years to develop a remote communication device using sensory modalities other than speech that would induce a user's positive experience with his/her conversation partner. Specifically, Hugvie is a human-shaped pillow as well as a remote communication device enabling users to combine a hugging experience with telecommunication to improve the quality of remote communication. The present research is based on the hypothesis that using Hugvie maintains users' level of trust toward their conversation partners in situations prone to suspicion. The level of trust felt toward other remote game players was compared between participants using Hugvie and those using a basic communication device while playing a modified version of Werewolf , a conversation-based game, designed to evaluate trust. Although there are always winners and losers in the regular version of Werewolf , the rules were modified to generate a possible scenario in which no enemy was present among the players and all players would win if they trusted each other. We examined the effect of using Hugvie while playing Werewolf on players' level of trust toward each other and our results demonstrated that in those using Hugvie , the level of trust toward other players was maintained.
Huggable Communication Medium Maintains Level of Trust during Conversation Game
Takahashi, Hideyuki; Ban, Midori; Osawa, Hirotaka; Nakanishi, Junya; Sumioka, Hidenobu; Ishiguro, Hiroshi
2017-01-01
There have been several attempts in recent years to develop a remote communication device using sensory modalities other than speech that would induce a user’s positive experience with his/her conversation partner. Specifically, Hugvie is a human-shaped pillow as well as a remote communication device enabling users to combine a hugging experience with telecommunication to improve the quality of remote communication. The present research is based on the hypothesis that using Hugvie maintains users’ level of trust toward their conversation partners in situations prone to suspicion. The level of trust felt toward other remote game players was compared between participants using Hugvie and those using a basic communication device while playing a modified version of Werewolf, a conversation-based game, designed to evaluate trust. Although there are always winners and losers in the regular version of Werewolf, the rules were modified to generate a possible scenario in which no enemy was present among the players and all players would win if they trusted each other. We examined the effect of using Hugvie while playing Werewolf on players’ level of trust toward each other and our results demonstrated that in those using Hugvie, the level of trust toward other players was maintained. PMID:29118727
Lindová, Jitka; Kubena, Ales A; Sturcová, Hana; Krivohlavá, Romana; Novotná, Martina; Rubesová, Anna; Havlícek, Jan; Kodym, Petr; Flegr, Jaroslav
2010-06-01
Latent toxoplasmosis has been previously found to cause behavioural and personality changes in humans, which are specific for each gender. Here we tested the stress hypothesis of these gender differences based on the assumption that latent toxoplasmosis causes long-term subliminal stress. In line with this hypothesis, the gender difference will appear specifically in situations with interpersonal context because in contrast to the typical individualistic coping style of men, women have a tendency to express elevated prosocial behaviour under stress. Altogether 295 biology students (29/191 females and 27/104 males infected by T. gondii) played a modified version of the Dictator Game and the Trust Game. As predicted, a gender difference in the effect of latent toxoplasmosis was found for the measure of reciprocal altruism in the Trust Game (p = 0.016), but both genders appeared less generous when infected in the Dictator Game modified to minimize social connotation (p = 0.048).
Neural correlates of economic game playing.
Krueger, Frank; Grafman, Jordan; McCabe, Kevin
2008-12-12
The theory of games provides a mathematical formalization of strategic choices, which have been studied in both economics and neuroscience, and more recently has become the focus of neuroeconomics experiments with human and non-human actors. This paper reviews the results from a number of game experiments that establish a unitary system for forming subjective expected utility maps in the brain, and acting on these maps to produce choices. Social situations require the brain to build an understanding of the other person using neuronal mechanisms that share affective and intentional mental states. These systems allow subjects to better predict other players' choices, and allow them to modify their subjective utility maps to value pro-social strategies. New results for a trust game are presented, which show that the trust relationship includes systems common to both trusting and trustworthy behaviour, but they also show that the relative temporal positions of first and second players require computations unique to that role.
Quantum gambling based on Nash-equilibrium
NASA Astrophysics Data System (ADS)
Zhang, Pei; Zhou, Xiao-Qi; Wang, Yun-Long; Liu, Bi-Heng; Shadbolt, Pete; Zhang, Yong-Sheng; Gao, Hong; Li, Fu-Li; O'Brien, Jeremy L.
2017-06-01
The problem of establishing a fair bet between spatially separated gambler and casino can only be solved in the classical regime by relying on a trusted third party. By combining Nash-equilibrium theory with quantum game theory, we show that a secure, remote, two-party game can be played using a quantum gambling machine which has no classical counterpart. Specifically, by modifying the Nash-equilibrium point we can construct games with arbitrary amount of bias, including a game that is demonstrably fair to both parties. We also report a proof-of-principle experimental demonstration using linear optics.
ERIC Educational Resources Information Center
Kiyonari, Toko; Yamagishi, Toshio; Cook, Karen S.; Cheshire, Coye
2006-01-01
An important unanswered question in the empirical literature on trust is whether trusting begets trustworthiness. In two experimental games, with Japanese and American participants, respectively, we compared trust and trustworthiness to provide an answer to this question. The trustee in the standard Trust Game knows that he or she is trusted,…
The Condition for Generous Trust.
Shinya, Obayashi; Yusuke, Inagaki; Hiroki, Takikawa
2016-01-01
Trust has been considered the "cement" of a society and is much studied in sociology and other social sciences. Most studies, however, have neglected one important aspect of trust: it involves an act of forgiving and showing tolerance toward another's failure. In this study, we refer to this concept as "generous trust" and examine the conditions under which generous trust becomes a more viable option when compared to other types of trust. We investigate two settings. First, we introduce two types of uncertainties: uncertainty as to whether trustees have the intention to cooperate, and uncertainty as to whether trustees have enough competence to accomplish the entrusted tasks. Second, we examine the manner in which trust functions in a broader social context, one that involves matching and commitment processes. Since we expect generosity or forgiveness to work differently in the matching and commitment processes, we must differentiate trust strategies into generous trust in the matching process and that in the commitment process. Our analytical strategy is two-fold. First, we analyze the "modified" trust game that incorporates the two types of uncertainties without the matching process. This simplified setting enables us to derive mathematical results using game theory, thereby giving basic insight into the trust mechanism. Second, we investigate socially embedded trust relationships in contexts involving the matching and commitment processes, using agent-based simulation. Results show that uncertainty about partner's intention and competence makes generous trust a viable option. In contrast, too much uncertainty undermines the possibility of generous trust. Furthermore, a strategy that is too generous cannot stand alone. Generosity should be accompanied with moderate punishment. As for socially embedded trust relationships, generosity functions differently in the matching process versus the commitment process. Indeed, these two types of generous trust coexist, and their coexistence enables a society to function well.
Collins, Michael G.; Juvina, Ion; Gluck, Kevin A.
2016-01-01
When playing games of strategic interaction, such as iterated Prisoner's Dilemma and iterated Chicken Game, people exhibit specific within-game learning (e.g., learning a game's optimal outcome) as well as transfer of learning between games (e.g., a game's optimal outcome occurring at a higher proportion when played after another game). The reciprocal trust players develop during the first game is thought to mediate transfer of learning effects. Recently, a computational cognitive model using a novel trust mechanism has been shown to account for human behavior in both games, including the transfer between games. We present the results of a study in which we evaluate the model's a priori predictions of human learning and transfer in 16 different conditions. The model's predictive validity is compared against five model variants that lacked a trust mechanism. The results suggest that a trust mechanism is necessary to explain human behavior across multiple conditions, even when a human plays against a non-human agent. The addition of a trust mechanism to the other learning mechanisms within the cognitive architecture, such as sequence learning, instance-based learning, and utility learning, leads to better prediction of the empirical data. It is argued that computational cognitive modeling is a useful tool for studying trust development, calibration, and repair. PMID:26903892
Chimpanzees trust conspecifics to engage in low-cost reciprocity.
Engelmann, Jan M; Herrmann, Esther; Tomasello, Michael
2015-02-22
Many of humans' most important social interactions rely on trust, including most notably among strangers. But little is known about the evolutionary roots of human trust. We presented chimpanzees (Pan troglodytes) with a modified version of the human trust game--trust in reciprocity--in which subjects could opt either to obtain a small but safe reward on their own or else to send a larger reward to a partner and trust her to reciprocate a part of the reward that she could not access herself. In a series of three studies, we found strong evidence that in interacting with a conspecific, chimpanzees show spontaneous trust in a novel context; flexibly adjust their level of trust to the trustworthiness of their partner and develop patterns of trusting reciprocity over time. At least in some contexts then, trust in reciprocity is not unique to humans, but rather has its evolutionary roots in the social interactions of humans' closest primate relatives. © 2015 The Author(s) Published by the Royal Society. All rights reserved.
On Tradeoffs between Trust and Survivability using a Game Theoretic Approach
2016-04-13
On Tradeoffs between Trust and Survivability using a Game Theoretic Approach Jin-Hee Cho and Ananthram Swami U.S. Army Research Laboratory...introduces a game theoretic approach, namely Aoyagi’s game theory based on positive collusion of players. This approach improves group trust by...communication and networking field [17]. We employ a game theoretic approach, namely Aoyagi’s game theory [2], to introduce the concept of positive
Sharp, Carla; Ha, Carolyn; Fonagy, Peter
2011-05-01
Economic exchange games have rarely been applied to examine psychopathology in youth. In the current study we adapted a trust game to investigate the relations between externalizing behavior problems, trust, and trustworthiness. We were particularly interested in the differential modulating impact of "known identity" (vs. anonymous) condition of the task. Second, we examined whether anomalies in trust behavior would correspond to social cognition manifested in children with externalizing problems. A total of 171 (79 age-matched pairs) boys (mean age = 12.84; SD = 1.80) were recruited from community groups where social networks and relationships amongst peers have been established. A trust game was played under two conditions: an anonymous version where the identity of the trust game partner was not known and a "known identity" version where identities were revealed. Results supported the conclusion that boys with externalizing behavior problems are generally less trustworthy, but not less trusting and that this was true especially for the known identity version of the game. Moreover, anomalies in trust behavior were associated with hostile intentions, but not reflective of a general theory of mind deficit. This study contributes to an emerging literature using economic exchange games to investigate real-time, real-life exchanges in relation to psychopathology.
Trust and Reciprocity: Are Effort and Money Equivalent?
Vilares, Iris; Dam, Gregory; Kording, Konrad
2011-01-01
Trust and reciprocity facilitate cooperation and are relevant to virtually all human interactions. They are typically studied using trust games: one subject gives (entrusts) money to another subject, which may return some of the proceeds (reciprocate). Currently, however, it is unclear whether trust and reciprocity in monetary transactions are similar in other settings, such as physical effort. Trust and reciprocity of physical effort are important as many everyday decisions imply an exchange of physical effort, and such exchange is central to labor relations. Here we studied a trust game based on physical effort and compared the results with those of a computationally equivalent monetary trust game. We found no significant difference between effort and money conditions in both the amount trusted and the quantity reciprocated. Moreover, there is a high positive correlation in subjects' behavior across conditions. This suggests that trust and reciprocity may be character traits: subjects that are trustful/trustworthy in monetary settings behave similarly during exchanges of physical effort. Our results validate the use of trust games to study exchanges in physical effort and to characterize inter-subject differences in trust and reciprocity, and also suggest a new behavioral paradigm to study these differences. PMID:21364931
A game theory-based trust measurement model for social networks.
Wang, Yingjie; Cai, Zhipeng; Yin, Guisheng; Gao, Yang; Tong, Xiangrong; Han, Qilong
2016-01-01
In social networks, trust is a complex social network. Participants in online social networks want to share information and experiences with as many reliable users as possible. However, the modeling of trust is complicated and application dependent. Modeling trust needs to consider interaction history, recommendation, user behaviors and so on. Therefore, modeling trust is an important focus for online social networks. We propose a game theory-based trust measurement model for social networks. The trust degree is calculated from three aspects, service reliability, feedback effectiveness, recommendation credibility, to get more accurate result. In addition, to alleviate the free-riding problem, we propose a game theory-based punishment mechanism for specific trust and global trust, respectively. We prove that the proposed trust measurement model is effective. The free-riding problem can be resolved effectively through adding the proposed punishment mechanism.
Hoge, EA; Lawson, EA; Metcalf, CA; Keshaviah, A; Zak, PJ; Pollack, MH; Simon, NM
2013-01-01
Background Generalized Social Anxiety Disorder (GSAD) is characterized by excessive fear and avoidance of several types of social and performance situations. The pathophysiology is not well understood, but research in animals and humans has provided evidence that oxytocin helps regulate normal social affiliative behavior. Previous work in healthy male subjects demonstrated a rise in plasma oxytocin after receiving a high trust signal. To examine the oxytocin system in GSAD, we measured plasma oxytocin in GSAD patients and controls, before and after the social “Trust Game,” a neuroeconomic test examining trust behavior and reaction to trust using real monetary incentives. Methods Thirty-nine subjects with GSAD and 28 healthy controls provided three blood samples for oxytocin measurement before the Trust Game, and one sample after the game. Plasma estradiol was also measured at baseline. The Trust Game protocol version prioritized the sending of a signal of high cooperation and trust to all participants. All analyses controlled for gender and estradiol levels. Results Mean oxytocin levels post-Trust Game (p=0.025), and overall (area under the curve, p=0.011) were lower in GSAD patients compared to controls, after controlling for sex and estradiol. There was no significant change in oxytocin levels after the Game in either group. Conclusions We report low plasma oxytocin levels in patients with generalized social anxiety disorder during a pro-social laboratory task paradigm. Additional research will be important to further examine the relationship between oxytocin and social behavior in GSAD. PMID:22807189
Hoge, Elizabeth A; Lawson, Elizabeth A; Metcalf, Christina A; Keshaviah, Aparna; Zak, Paul J; Pollack, Mark H; Simon, Naomi M
2012-11-01
Generalized Social Anxiety Disorder (GSAD) is characterized by excessive fear and avoidance of several types of social and performance situations. The pathophysiology is not well understood, but research in animals and humans has provided evidence that oxytocin helps regulate normal social affiliative behavior. Previous work in healthy male subjects demonstrated a rise in plasma oxytocin after receiving a high trust signal. To examine the oxytocin system in GSAD, we measured plasma oxytocin in GSAD patients and controls, before and after the social "Trust Game," a neuroeconomic test examining trust behavior and reaction to trust using real monetary incentives. Thirty-nine subjects with GSAD and 28 healthy controls provided three blood samples for oxytocin measurement before the Trust Game, and one sample after the game. Plasma estradiol was also measured at baseline. The Trust Game protocol version prioritized the sending of a signal of high cooperation and trust to all participants. All analyses controlled for gender and estradiol levels. Mean oxytocin levels post-Trust Game (P = .025), and overall (area under the curve, P = .011) were lower in GSADpatients compared to controls, after controlling for sex and estradiol. There was no significant change in oxytocin levels after the game in either group. We report low plasma oxytocin levels in patients with GSAD during a prosocial laboratory task paradigm. Additional research will be important to further examine the relationship between oxytocin and social behavior in GSAD. © 2012 Wiley Periodicals, Inc.
No Need for Conspiracy: Self-Organized Cartel Formation in a Modified Trust Game
NASA Astrophysics Data System (ADS)
Peixoto, Tiago P.; Bornholdt, Stefan
2012-05-01
We investigate the dynamics of a trust game on a mixed population, where individuals with the role of buyers are forced to play against a predetermined number of sellers whom they choose dynamically. Agents with the role of sellers are also allowed to adapt the level of value for money of their products, based on payoff. The dynamics undergoes a transition at a specific value of the strategy update rate, above which an emergent cartel organization is observed, where sellers have similar values of below-optimal value for money. This cartel organization is not due to an explicit collusion among agents; instead, it arises spontaneously from the maximization of the individual payoffs. This dynamics is marked by large fluctuations and a high degree of unpredictability for most of the parameter space and serves as a plausible qualitative explanation for observed elevated levels and fluctuations of certain commodity prices.
Wang, Raymond Yu; Ng, Cho Nam
2015-01-01
The problem of trust is a paradigmatic social dilemma. Previous literature has paid much academic attention on effects of peer punishment and altruistic third-party punishment on trust and human cooperation in dyadic interactions. However, the effects of centralized sanctioning institutions on decentralized reciprocity in hierarchical interactions remain to be further explored. This paper presents a formal two-level trust game with incomplete information which adds an authority as a strategic purposive actor into the traditional trust game. This model allows scholars to examine the problem of trust in more complex game theoretic configurations. The analysis demonstrates how the centralized institutions might change the dynamics of reciprocity between the trustor and the trustee. Findings suggest that the sequential equilibria of the newly proposed two-level model simultaneously include the risk of placing trust for the trustor and the temptation of short-term defection for the trustee. Moreover, they have shown that even a slight uncertainty about the type of the newly introduced authority might facilitate the establishment of trust and reciprocity in social dilemmas.
Wang, Raymond Yu; Ng, Cho Nam
2015-01-01
The problem of trust is a paradigmatic social dilemma. Previous literature has paid much academic attention on effects of peer punishment and altruistic third-party punishment on trust and human cooperation in dyadic interactions. However, the effects of centralized sanctioning institutions on decentralized reciprocity in hierarchical interactions remain to be further explored. This paper presents a formal two-level trust game with incomplete information which adds an authority as a strategic purposive actor into the traditional trust game. This model allows scholars to examine the problem of trust in more complex game theoretic configurations. The analysis demonstrates how the centralized institutions might change the dynamics of reciprocity between the trustor and the trustee. Findings suggest that the sequential equilibria of the newly proposed two-level model simultaneously include the risk of placing trust for the trustor and the temptation of short-term defection for the trustee. Moreover, they have shown that even a slight uncertainty about the type of the newly introduced authority might facilitate the establishment of trust and reciprocity in social dilemmas. PMID:25879752
Reciprocal Trust Mediates Deep Transfer of Learning between Games of Strategic Interaction
ERIC Educational Resources Information Center
Juvina, Ion; Saleem, Muniba; Martin, Jolie M.; Gonzalez, Cleotilde; Lebiere, Christian
2013-01-01
We studied transfer of learning across two games of strategic interaction. We found that the interpersonal relation between two players during and across two games influence development of reciprocal trust and transfer of learning from one game to another. We show that two types of similarities between the games affect transfer: (1) deep…
Investment and repayment in a trust game after ventromedial prefrontal damage.
Moretto, Giovanna; Sellitto, Manuela; di Pellegrino, Giuseppe
2013-01-01
Although trust and reciprocity are ubiquitous in social exchange, their neurobiological substrate remains largely unknown. Here, we investigated the effect of damage to the ventromedial prefrontal cortex (vmPFC)-a brain region critical for valuing social information-on individuals' decisions in a trust game and in a risk game. In the trust game, one player, the investor, is endowed with a sum of money, which she can keep or invest. The amount she decides to invest is tripled and sent to the other player, the trustee, who then decides what fraction to return to the investor. In separate runs, ten patients with focal bilateral damage to the vmPFC and control participants made decision while playing in the role of either investor or trustee with different anonymous counterparts in each run. A risk game was also included in which the investor faced exactly the same decisions as in the trust game, but a random device (i.e., a computer), not another player, determined the final payoffs. Results showed that vmPFC patients' investments were not modulated by the type of opponent player (e.g., human vs. computer) present in the environment. Thus, vmPFC patients showed comparable risk-taking preferences both in social (trust game) and nonsocial (risk game) contexts. In stark contrast, control participants were less willing to take risk and invest when they believed that they were interacting with people than a computer. Furthermore, when acted as trustee, vmPFC patients made lower back transfers toward investors, thereby showing less reciprocity behavior. Taken together, these results indicate that social valuation and emotion subserved by vmPFC have a critical role in trusting and reciprocity decisions. The present findings support the hypothesis that vmPFC damage may impair affective systems specifically designed for mediating social transaction with other individuals.
Who do you trust? The impact of facial emotion and behaviour on decision making
Campellone, Timothy R.; Kring, Ann M.
2014-01-01
During social interactions, we use available information to guide our decisions, including behaviour and emotional displays. In some situations, behaviour and emotional displays may be incongruent, complicating decision making. This study had two main aims: first, to investigate the independent contributions of behaviour and facial displays of emotion on decisions to trust, and, second, to examine what happens when the information being signalled by a facial display is incongruent with behaviour. Participants played a modified version of the Trust Game in which they learned simulated players’ behaviour with or without concurrent displays of facial emotion. Results indicated that displays of anger, but not happiness, influenced decisions to trust during initial encounters. Over the course of repeated interactions, however, emotional displays consistent with an established pattern of behaviour made independent contributions to decision making, strengthening decisions to trust. When facial display and behaviour were incongruent, participants used current behaviour to inform decision making. PMID:23017055
Buskens, Vincent; Raub, Werner; van Miltenburg, Nynke; Montoya, Estrella R.; van Honk, Jack
2016-01-01
Animal research has established that effects of hormones on social behaviour depend on characteristics of both individual and environment. Insight from research on humans into this interdependence is limited, though. Specifically, hardly any prior testosterone experiments in humans scrutinized the interdependency of testosterone with the social environment. Nonetheless, recent testosterone administration studies in humans repeatedly show that a proxy for individuals’ prenatal testosterone-to-estradiol ratio, second-to-fourth digit-ratio (2D:4D ratio), influences effects of testosterone administration on human social behaviour. Here, we systematically vary the characteristics of the social environment and show that, depending on prenatal sex hormone priming, testosterone administration in women moderates the effect of the social environment on trust. We use the economic trust game and compare one-shot games modelling trust problems in relations between strangers with repeated games modelling trust problems in ongoing relations between partners. As expected, subjects are more trustful in repeated than in one-shot games. In subjects prenatally relatively highly primed by testosterone, however, this effect disappears after testosterone administration. We argue that impairments in cognitive empathy may reduce the repeated game effect on trust after testosterone administration in subjects with relatively high prenatal testosterone exposure and propose a neurobiological explanation for this effect. PMID:27282952
Buskens, Vincent; Raub, Werner; van Miltenburg, Nynke; Montoya, Estrella R; van Honk, Jack
2016-06-10
Animal research has established that effects of hormones on social behaviour depend on characteristics of both individual and environment. Insight from research on humans into this interdependence is limited, though. Specifically, hardly any prior testosterone experiments in humans scrutinized the interdependency of testosterone with the social environment. Nonetheless, recent testosterone administration studies in humans repeatedly show that a proxy for individuals' prenatal testosterone-to-estradiol ratio, second-to-fourth digit-ratio (2D:4D ratio), influences effects of testosterone administration on human social behaviour. Here, we systematically vary the characteristics of the social environment and show that, depending on prenatal sex hormone priming, testosterone administration in women moderates the effect of the social environment on trust. We use the economic trust game and compare one-shot games modelling trust problems in relations between strangers with repeated games modelling trust problems in ongoing relations between partners. As expected, subjects are more trustful in repeated than in one-shot games. In subjects prenatally relatively highly primed by testosterone, however, this effect disappears after testosterone administration. We argue that impairments in cognitive empathy may reduce the repeated game effect on trust after testosterone administration in subjects with relatively high prenatal testosterone exposure and propose a neurobiological explanation for this effect.
Lee, Chun-Chia; Chang, Jen-Wei
2013-11-01
The need for teamwork has grown significantly in today's organizations. Especially for online game communities, teamwork is an important means of online game players' engagement. This study aims to investigate the impacts of trust on players' teamwork with affective commitment and normative commitment as mediators. Furthermore, this research includes team experience as a moderator to compare the difference between different player groups. A model was proposed and tested on 296 online game players' data using structural equation modeling. Findings revealed that team experience moderated the relationship between trust and teamwork. The results indicated that trust promotes more teamwork only for players with high experience through affective commitment than those who with low experience. Implications of the findings are discussed.
Trust, trolleys and social dilemmas: A replication study.
Bostyn, Dries H; Roets, Arne
2017-05-01
The present manuscript addresses how perceived trustworthiness of cooperative partners in a social dilemma context is influenced by the moral judgments those partners make on Trolley-type moral dilemmas; an issue recently investigated by Everett, Pizarro, and Crockett (2016). The present research comprises 2 studies that were conducted independently, simultaneously with, and incognizant of the Everett studies. Whereas the present studies aimed at investigating the same research hypothesis, a different and more elaborate methodology was used, as such providing a conceptual replication opportunity and extension to the Everett et al. Overall, the present studies clearly confirmed the main finding of Everett et al., that deontologists are more trusted than consequentialists in social dilemma games. Study 1 replicates Everett et al.'s effect in the context of trust games. Study 2 generalizes the effect to public goods games, thus demonstrating that it is not specific to the type of social dilemma game used in Everett et al. Finally, both studies build on these results by demonstrating that the increased trust in deontologists may sometimes, but not always, be warranted: deontologists displayed increased cooperation rates but only in the public goods game and not in trust games. (PsycINFO Database Record (c) 2017 APA, all rights reserved).
Natural and Strategic Generosity as Signals of Trustworthiness
Gambetta, Diego; Przepiorka, Wojtek
2014-01-01
We exploit the fact that generosity and trustworthiness are highly correlated and the former can thus be a sign of the latter. Subjects decide between a generous and a mean split in a dictator game. Some of them are informed from the start that afterwards they will participate in a trust game and that their choice in the dictator game may matter; others are not informed in advance. In the trust game, before trusters decide whether or not to trust, some trustees can reveal (or conceal) only their true choice in the dictator game, while others can say to trusters, truthfully or otherwise, what they chose. We find that a generous choice made naturally by uninformed trustees and reliably revealed is more effective in persuading trusters to trust than a generous choice that could be strategic or a lie. Moreover, we find that, when they can, mean subjects lie and go on to be untrustworthy. PMID:24831097
Effects of Cognitive Load on Trusting Behavior – An Experiment Using the Trust Game
2015-01-01
Last decades have witnessed a progressing decline of social trust, which has been predominantly linked to worsening economic conditions and increasing social inequality. In the present research we propose a different type of explanation for the observed decline – cognitive load related to technological development and the accelerating pace of modern life. In an experimental study participants played the trust game while performing one of two different secondary tasks – listening to a disturbing noise or memorizing a sequence of characters – or with no additional task in the control condition. Results show that in both cognitive load conditions participants expressed significantly less trust in the trust game than in case of no cognitive load. Additionally, when cognitive resources were limited, participants’ behavior was more impulsive than when their resources were fully available. PMID:26010489
Powell, Philip A; Wills, Olivia; Reynolds, Gemma; Puustinen-Hopper, Kaisa; Roberts, Jennifer
2018-01-01
In this paper we explored the effects of exposure to images of the suffering and vulnerability of others on altruistic, trust-based, and reciprocated incentivized economic decisions, accounting for differences in participants' dispositional empathy and reported in-group trust for their recipient(s). This was done using a pictorial priming task, framed as a memory test, and a triadic economic game design. Using the largest experimental sample to date to explore this issue, our integrated analysis of two online experiments (total N = 519), found statistically consistent evidence that exposure to images of suffering and vulnerability (vs. neutral images) increased altruistic in-group giving as measured by the "triple dictator game", and that the manipulation was significantly more effective in those who reported lower trust for their recipients. The experimental manipulation also significantly increased altruistic giving in the standard "dictator game" and trust-based giving in the "investment game", but only in those who were lower in in-group trust and also high in affective or cognitive empathy. Complementary qualitative evidence revealed the strongest motivations associated with increased giving in the experimental condition were greater assumed reciprocation and a lower aversion to risk. However, no consistent effects of the experimental manipulation on participants' reciprocated decisions were observed. These findings suggest that, as well as altruistic decision-making in the "triple dictator game", collaboratively witnessing the suffering of others may heighten trust-based in-group giving in the "investment game" for some people, but the effects are heterogeneous and sensitive to context.
ERIC Educational Resources Information Center
Yavuz, Ahmet
2015-01-01
This study aims to investigate (1) students' trust in mathematics calculation versus intuition in a physics problem solving and (2) whether this trust is related to achievement in physics in the context of epistemic game theoretical framework. To achieve this research objective, paper-pencil and interview sessions were conducted. A paper-pencil…
Electrodes as social glue: measuring heart rate promotes giving in the trust game.
Van Lange, Paul A M; Finkenauer, Catrin; Popma, Arne; van Vugt, Mark
2011-06-01
While physiological measures are increasingly used to help us understand the workings of interpersonal trust (and related behaviors), we know very little about the effects of such measures on trust. We examined the effects of a classic measure, the measurement of heart rate using a standard protocol, on behavioral trust in dyads of women who did not know each other. Behavioral trust was assessed in the trust game, in which the trustor decides how much money from their subject payment to give to a trustee, while knowing that the experimenter triples that amount before giving it to the trustee, after which the trustee decides how much money to return to the trustor. As predicted, we found greater levels of behavioral trust in the trust game, as well as greater returns by the trustees (which were accounted for by trustor's giving), in the heart rate (HR) than in no heart rate (NHR) measurement condition. Parallel findings were observed for self-reported trust. Findings are discussed in terms of the idea that the elusive effects of a protocol for measuring heart rate can cause pronounced effects on subsequent social interactions via enhanced interpersonal trust. 2011 Elsevier B.V. All rights reserved.
Tse, Wai Shing; Wong, Ann Siu Wah; Chan, Fu; Pang, Alfred Hin Tat; Bond, Alyson Jane; Chan, Chau Kiu Raymond
2016-05-01
Atypical antipsychotic treatment (e.g. risperidone) has been found to improve social functioning more than standard antipsychotic treatment. However, it is unclear which specific social behaviors are implicated in this improvement. The current study employed an interactive puzzle game to examine how social behaviors contribute to the improvement of social functioning by comparing patients receiving risperidone with those receiving trifluoperazine. Scores on the Positive and Negative Syndrome Scale, executive functioning, and social functioning were obtained from 24 patients with schizophrenia receiving either risperidone (n = 12) or trifluoperazine (n = 12), before their social behavior was measured in the interactive Tangrams Game. Immediately after the Tangrams Game, participants filled in two questionnaires measuring their interpersonal trust and rejection toward their game partner. Patients receiving risperidone showed more social engagement, cooperative behavior and interpersonal trust toward their game partners than those receiving trifluoperazine. Additional multivariate analysis of variance revealed that lower affiliative behavior was a function of positive symptoms; interpersonal trust had an impact on social engagement but executive functioning did not explain lower interpersonal trust or social disengagement. Improvement of social competence by risperidone might be related to the enhancement of both social behaviors and interpersonal trust as well as better symptom resolution. © 2016 The Authors. Psychiatry and Clinical Neurosciences © 2016 Japanese Society of Psychiatry and Neurology.
Reduced reciprocal giving in social anxiety - Evidence from the Trust Game.
Anderl, Christine; Steil, Regina; Hahn, Tim; Hitzeroth, Patricia; Reif, Andreas; Windmann, Sabine
2018-06-01
Social anxiety is known to impair interpersonal relationships. These impairments are thought to partly arise from difficulties to engage in affiliative interactions with others, such as sharing favors or reciprocating prosocial acts. Here, we examined whether individuals high compared to low in social anxiety differ in giving towards strangers in an economic game paradigm. One hundred and twenty seven non-clinical participants who had been pre-screened to be either particularly high or low in social anxiety played an incentivized Trust Game to assess trustful and reciprocal giving towards strangers in addition to providing information on real life interpersonal functioning (perceived social support and attachment style). We found that reciprocal, but not trustful giving, was significantly decreased among highly socially anxious individuals. Both social anxiety and reciprocal giving furthermore showed significant associations with self-reported real life interpersonal functioning. Participants played the Trust Game with the strategy method; results need replication with a clinical sample. Individuals high in social anxiety showed reduced reciprocal, but intact trustful giving, pointing to a constraint in responsiveness. The research may contribute to the development of new treatment and prevention programs to reduce the interpersonal impairments in socially anxious individuals. Copyright © 2017 Elsevier Ltd. All rights reserved.
Debriefing in Moodle: Written Feedback on Trust and Knowledge Sharing in a Social Dilemma Game
ERIC Educational Resources Information Center
Oertig, Margaret
2010-01-01
This article describes a new approach to debriefing that uses the discussion forum feature of the Moodle open source course management system to debrief a simulation game with undergraduate business students. The simulation game allowed the students to experience the fragility of trust when sharing knowledge in a global virtual project team. I…
Cooperation and Shared Beliefs about Trust in the Assurance Game
Jansson, Fredrik; Eriksson, Kimmo
2015-01-01
Determinants of cooperation include ingroup vs. outgroup membership, and individual traits, such as prosociality and trust. We investigated whether these factors can be overridden by beliefs about people’s trust. We manipulated the information players received about each other’s level of general trust, “high” or “low”. These levels were either measured (Experiment 1) or just arbitrarily assigned labels (Experiment 2). Players’ choices whether to cooperate or defect in a stag hunt (or an assurance game)—where it is mutually beneficial to cooperate, but costly if the partner should fail to do so—were strongly predicted by what they were told about the other player’s trust label, as well as by what they were told that the other player was told about their own label. Our findings demonstrate the importance for cooperation in a risky coordination game of both first- and second-order beliefs about how much people trust each other. This supports the idea that institutions can influence cooperation simply by influencing beliefs. PMID:26640892
Cooperation and Shared Beliefs about Trust in the Assurance Game.
Jansson, Fredrik; Eriksson, Kimmo
2015-01-01
Determinants of cooperation include ingroup vs. outgroup membership, and individual traits, such as prosociality and trust. We investigated whether these factors can be overridden by beliefs about people's trust. We manipulated the information players received about each other's level of general trust, "high" or "low". These levels were either measured (Experiment 1) or just arbitrarily assigned labels (Experiment 2). Players' choices whether to cooperate or defect in a stag hunt (or an assurance game)--where it is mutually beneficial to cooperate, but costly if the partner should fail to do so--were strongly predicted by what they were told about the other player's trust label, as well as by what they were told that the other player was told about their own label. Our findings demonstrate the importance for cooperation in a risky coordination game of both first- and second-order beliefs about how much people trust each other. This supports the idea that institutions can influence cooperation simply by influencing beliefs.
Heterogeneous Motives in the Trust Game: A Tale of Two Roles
Espín, Antonio M.; Exadaktylos, Filippos; Neyse, Levent
2016-01-01
Trustful and trustworthy behaviors have important externalities for the society. But what exactly drives people to behave in a trustful and trustworthy manner? Building on research suggesting that individuals’ social preferences might be a common factor informing both behaviors, we study the impact of a set of different motives on individuals’ choices in a dual-role Trust Game (TG). We employ data from a large-scale representative experiment (N = 774), where all subjects played both roles of a binary TG with real monetary incentives. Subjects’ social motives were inferred using their decisions in a Dictator Game and a dual-role Ultimatum Game. Next to self-interest and strategic motives we consider preferences for altruism, spitefulness, egalitarianism, and efficiency. We demonstrate that there exists considerable heterogeneity in motives in the TG. Most importantly, among individuals who choose to trust as trustors, social motives can differ dramatically as there is a non-negligible proportion of them who seem to act out of (strategic) self-interest whereas others are driven more by efficiency considerations. Subjects’ elicited trustworthiness, however, can be used to infer such motivations: while the former are not trustworthy as trustees, the latter are. We discuss that research on trust can benefit from adding the second player’s choice in TG designs. PMID:27242633
25 CFR 292.16 - What must an application for a Secretarial Determination contain?
Code of Federal Regulations, 2010 CFR
2010-04-01
... ENTERPRISES GAMING ON TRUST LANDS ACQUIRED AFTER OCTOBER 17, 1988 Secretarial Determination and Governor's... from the tribe's reservation or trust lands, if any, and tribal government headquarters; (e) Information required by § 292.17 to assist the Secretary in determining whether the proposed gaming...
Trust and mindreading in adolescents: the moderating role of social value orientation.
Derks, Jeffrey; Van Scheppingen, Manon A; Lee, Nikki C; Krabbendam, Lydia
2015-01-01
In adolescence, aspects of cognition that are required to deal with complex cooperation situations, such as mentalising and social value orientation, are still in development. In the Trust Game, cooperation may lead to better outcomes for both players, but can also lead to exploitation by the trustee. In the present study, we explore how mindreading, a crucial aspect of mentalising, and social value orientation (whether someone is prosocial or proself) are related to trust. In a group of 217 students (51% girls, Mage = 15.1) social value orientation, mindreading and trust (using the Trust Game) were measured. The result show that social value orientation moderates the relation between mindreading and trust. In the group of prosocials, we find no correlation between mindreading and trust. In the group of proselfs, mindreading is negatively correlated to trust, indicating that proselfs use their mentalising skills to assess that the trustee is likely to exploit them.
A game-theoretical approach to multimedia social networks security.
Liu, Enqiang; Liu, Zengliang; Shao, Fei; Zhang, Zhiyong
2014-01-01
The contents access and sharing in multimedia social networks (MSNs) mainly rely on access control models and mechanisms. Simple adoptions of security policies in the traditional access control model cannot effectively establish a trust relationship among parties. This paper proposed a novel two-party trust architecture (TPTA) to apply in a generic MSN scenario. According to the architecture, security policies are adopted through game-theoretic analyses and decisions. Based on formalized utilities of security policies and security rules, the choice of security policies in content access is described as a game between the content provider and the content requester. By the game method for the combination of security policies utility and its influences on each party's benefits, the Nash equilibrium is achieved, that is, an optimal and stable combination of security policies, to establish and enhance trust among stakeholders.
A Game-Theoretical Approach to Multimedia Social Networks Security
Liu, Enqiang; Liu, Zengliang; Shao, Fei; Zhang, Zhiyong
2014-01-01
The contents access and sharing in multimedia social networks (MSNs) mainly rely on access control models and mechanisms. Simple adoptions of security policies in the traditional access control model cannot effectively establish a trust relationship among parties. This paper proposed a novel two-party trust architecture (TPTA) to apply in a generic MSN scenario. According to the architecture, security policies are adopted through game-theoretic analyses and decisions. Based on formalized utilities of security policies and security rules, the choice of security policies in content access is described as a game between the content provider and the content requester. By the game method for the combination of security policies utility and its influences on each party's benefits, the Nash equilibrium is achieved, that is, an optimal and stable combination of security policies, to establish and enhance trust among stakeholders. PMID:24977226
Physical pain increases interpersonal trust in females.
Wang, C; Gao, J; Ma, Y; Zhu, C; Dong, X-W
2018-01-01
People behave and interact with others differently when experiencing physical pain. Pain has dramatic effects on one's emotional responses, cognitive functions and social interaction. However, little has been known about whether and how physical pain influences interpersonal trust in social interaction. In the present study, we examined the influence of physical pain on trusting behaviour. A total of 112 healthy participants were recruited and assigned to physical pain condition (induced by Capsaicin) and control condition (with hand cream), respectively. Thirty minutes after pain induction, three decision-making tasks were conducted to measure behaviours in social interaction, including trust and trustworthiness (trust game), non-social risk-taking (risk game) and altruism (dictator game). Results showed that physical pain increased interpersonal trust among females, but not among males. Pain did not influence non-social risk-taking, altruism or trustworthiness, as evaluated by monetary transfers in those tasks. Moreover, the effect of physical pain on interpersonal trust was fully mediated by expectation of monetary profit. These findings demonstrate an effect of pain on interpersonal trust and suggest a reciprocity mechanism that the effect may be driven by self-interest rather than altruistic motivation. The pain effect on trust was evident only in females, implying distinct pain coping strategies used by both genders. The present work highlights the social component of pain and extends our understanding of mutual interactions between pain and social cognition. © 2017 European Pain Federation - EFIC®.
Wei, Zhenyu; Zhao, Zhiying; Zheng, Yong
2016-01-01
Prosocial behaviors are susceptible to individuals’ preferences regarding payoffs and social context. In the present study, we combined individual differences with social influence and attempted to discover the effect of social value orientation (SVO) and social influence on prosocial behavior in a trust game and a dictator game. Prosocial behavior in the trust game could be motivated by strategic considerations whereas individuals’ decisions in the dictator game could be associated with their social preference. In the trust game, prosocials were less likely than proselfs to conform to the behavior of other group members when the majority of group members distrusted the trustee. In the dictator game, the results of the three-way ANOVA indicated that, irrespective of the type of offer, in contrast to proselfs, prosocials were influenced more by others’ generous choices than their selfish choices, even if the selfish choices were beneficial to themselves. The overall results demonstrated that the effect of social influence appears to depend on individuals’ SVO: that is, prosocials tend to conform to prosocial rather than proself behaviors. PMID:27445917
Adolescent trust and trustworthiness: role of gender and social value orientation.
Derks, Jeffrey; Lee, Nikki C; Krabbendam, Lydia
2014-12-01
Trusting others is an essential feature of adolescent development. The aim of this study was to investigate gender differences in trusting behavior using an experimental game and relate these to the underlying social preferences. 206 adolescents (Mage = 15.1 years, 51% girls) performed a series of one-shot Trust Games to measure their levels of trust and trustworthiness. Social value orientation, or the preference to maximize one's own outcomes (proself) or both the outcomes of self and other (prosocial) was assessed using the Triple Dominance Measure. Boys were more trusting than girls, but no gender differences on trustworthiness were found. Prosocials were more trusting and trustworthy than proselfs. In addition, gender and social value orientation were independent predictors of trust (but not trustworthiness). These findings show that the higher levels of trust in boys are not the result of a gender difference in prosocial orientation. Copyright © 2014 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.
Lemmers-Jansen, Imke L J; Fett, Anne-Kathrin J; Hanssen, Esther; Veltman, Dick J; Krabbendam, Lydia
2018-06-13
Psychosis is characterized by problems in social functioning that exist well before illness onset, and in individuals at clinical high risk (CHR) for psychosis. Trust is an essential element for social interactions that is impaired in psychosis. In the trust game, chronic patients showed reduced baseline trust, impaired response to positive social feedback, and attenuated brain activation in reward and mentalizing areas. We investigated whether first-episode psychosis patients (FEP) and CHR show similar abnormalities in the neural and behavioral mechanisms underlying trust. Twenty-two FEP, 17 CHR, and 43 healthy controls performed two trust games, with a cooperative and an unfair partner in the fMRI scanner. Region of interest analyses were performed on mentalizing and reward processing areas, during the investment and outcome phases of the games. Compared with healthy controls, FEP and CHR showed reduced baseline trust, but like controls, learned to trust in response to cooperative and unfair feedback. Symptom severity was not associated with baseline trust, however in FEP associated with reduced response to feedback. The only group differences in brain activation were that CHR recruited the temporo-parietal junction (TPJ) more than FEP and controls during investment in the unfair condition. This hyper-activation in CHR was associated with greater symptom severity. Reduced baseline trust may be associated with risk for psychotic illness, or generally with poor mental health. Feedback learning is still intact in CHR and FEP, as opposed to chronic patients. CHR however show distinct neural activation patterns of hyper-activation of the TPJ.
Effects of Direct Social Experience on Trust Decisions and Neural Reward Circuitry
Fareri, Dominic S.; Chang, Luke J.; Delgado, Mauricio R.
2012-01-01
The human striatum is integral for reward-processing and supports learning by linking experienced outcomes with prior expectations. Recent endeavors implicate the striatum in processing outcomes of social interactions, such as social approval/rejection, as well as in learning reputations of others. Interestingly, social impressions often influence our behavior with others during interactions. Information about an interaction partner’s moral character acquired from biographical information hinders updating of expectations after interactions via top down modulation of reward circuitry. An outstanding question is whether initial impressions formed through experience similarly modulate the ability to update social impressions at the behavioral and neural level. We investigated the role of experienced social information on trust behavior and reward-related BOLD activity. Participants played a computerized ball-tossing game with three fictional partners manipulated to be perceived as good, bad, or neutral. Participants then played an iterated trust game as investors with these same partners while undergoing fMRI. Unbeknownst to participants, partner behavior in the trust game was random and unrelated to their ball-tossing behavior. Participants’ trust decisions were influenced by their prior experience in the ball-tossing game, investing less often with the bad partner compared to the good and neutral. Reinforcement learning models revealed that participants were more sensitive to updating their beliefs about good and bad partners when experiencing outcomes consistent with initial experience. Increased striatal and anterior cingulate BOLD activity for positive versus negative trust game outcomes emerged, which further correlated with model-derived prediction error learning signals. These results suggest that initial impressions formed from direct social experience can be continually shaped by consistent information through reward learning mechanisms. PMID:23087604
Rothmund, Tobias; Gollwitzer, Mario; Klimmt, Christoph
2011-01-01
Two experimental studies were used to investigate how interacting with aggressive virtual characters in video games affects trust and cooperation of players. Study 1 demonstrates that experiencing virtual aggression from a victim's perspective can impair players' investments in a subsequent common goods dilemma situation. This effect is mediated by reduced expectations of trust in the cooperativeness of interaction partners. In Study 2 the same effect was replicated by using a different cooperation task and by investigating the moderating role of justice sensitivity from a victim's perspective as a dispositional factor. Participants transferred less money to an unknown partner in a trust game after exposure to aggressive nonplayer characters in a video game. This effect was stronger for people high in victim sensitivity. Results of both studies can be interpreted in line with the sensitivity to mean intentions model and add to the body of research on violent media effects.
A Game Theory Based Solution for Security Challenges in CRNs
NASA Astrophysics Data System (ADS)
Poonam; Nagpal, Chander Kumar
2018-03-01
Cognitive radio networks (CRNs) are being envisioned to drive the next generation Ad hoc wireless networks due to their ability to provide communications resilience in continuously changing environments through the use of dynamic spectrum access. Conventionally CRNs are dependent upon the information gathered by other secondary users to ensure the accuracy of spectrum sensing making them vulnerable to security attacks leading to the need of security mechanisms like cryptography and trust. However, a typical cryptography based solution is not a viable security solution for CRNs owing to their limited resources. Effectiveness of trust based approaches has always been, in question, due to credibility of secondary trust resources. Game theory with its ability to optimize in an environment of conflicting interests can be quite a suitable tool to manage an ad hoc network in the presence of autonomous selfish/malevolent/malicious and attacker nodes. The literature contains several theoretical proposals for augmenting game theory in the ad hoc networks without explicit/detailed implementation. This paper implements a game theory based solution in MATLAB-2015 to secure the CRN environment and compares the obtained results with the traditional approaches of trust and cryptography. The simulation result indicates that as the time progresses the game theory performs much better with higher throughput, lower jitter and better identification of selfish/malicious nodes.
Does Short-Term Hunger Increase Trust and Trustworthiness in a High Trust Society?
Rantapuska, Elias; Freese, Riitta; Jääskeläinen, Iiro P.; Hytönen, Kaisa
2017-01-01
We build on the social heuristics hypothesis, the literature on the glucose model of self-control, and recent challenges on these hypotheses to investigate whether individuals exhibit a change in degree of trust and reciprocation after consumption of a meal. We induce short-term manipulation of hunger followed by the trust game and a decision on whether to leave personal belongings in an unlocked and unsupervised room. Our results are inconclusive. While, we report hungry individuals trusting and reciprocating more than those who have just consumed a meal in a high trust society, we fail to reject the null with small number of observations (N = 101) and experimental sessions (N = 8). In addition, we find no evidence of short-term hunger having an impact on charitable giving or decisions in public good game. PMID:29163315
ERIC Educational Resources Information Center
Silberg, Jackie
2001-01-01
Presents games for caregivers to use with infants to enhance brain development. Includes games that develop trust and security, language skills, and fine motor skills, as well as games that are fun or stimulate vision. Includes videotape references for parents and caregivers. (KB)
Watabe, Motoki; Kato, Takahiro A; Teo, Alan R; Horikawa, Hideki; Tateno, Masaru; Hayakawa, Kohei; Shimokawa, Norihiro; Kanba, Shigenobu
2015-01-01
Maladaptive social interaction and its related psychopathology have been highlighted in psychiatry especially among younger generations. In Japan, novel expressive forms of psychiatric phenomena such as "modern-type depression" and "hikikomori" (a syndrome of severe social withdrawal lasting for at least six months) have been reported especially among young people. Economic games such as the trust game have been utilized to evaluate real-world interpersonal relationships as a novel candidate for psychiatric evaluations. To investigate the relationship between trusting behaviors and various psychometric scales, we conducted a trust game experiment with eighty-one Japanese university students as a pilot study. Participants made a risky financial decision about whether to trust each of 40 photographed partners. Participants then answered a set of questionnaires with seven scales including the Lubben Social Network Scale (LSNS)-6 and the Patient Health Questionnaire (PHQ)-9. Consistent with previous research, male participants trusted partners more than female participants. Regression analysis revealed that LSNS-family (perceived support from family) for male participants, and item 8 of PHQ-9 (subjective agitation and/or retardation) for female participants were associated with participants' trusting behaviors. Consistent with claims by social scientists, our data suggest that, for males, support from family was negatively associated with cooperative behavior toward non-family members. Females with higher subjective agitation (and/or retardation) gave less money toward males and high attractive females, but not toward low attractive females in interpersonal relationships. We believe that our data indicate the possible impact of economic games in psychiatric research and clinical practice, and validation in clinical samples including modern-type depression and hikikomori should be investigated.
Tzieropoulos, Hélène; de Peralta, Rolando Grave; Bossaerts, Peter; Gonzalez Andino, Sara L
2011-01-01
Disappointment, the emotion experienced when faced to reward prediction errors (RPEs), considerably impacts decision making (DM). Individuals tend to modify their behavior in an often unpredictable way just to avoid experiencing negative emotions. Despite its importance, disappointment remains much less studied than regret and its impact on upcoming decisions largely unexplored. Here, we adapted the Trust Game to effectively elicit, quantify, and isolate disappointment by relying on the formal definition provided by Bell's in economics. We evaluated the effects of experienced disappointment and elation on future cooperation and trust as well as the rationality and utility of the different behavioral and neural mechanisms used to cope with disappointment. All participants in our game trusted less and particularly expected less from unknown opponents as a result of disappointing outcomes in the previous trial but not necessarily after elation indicating that behavioral consequences of positive and negative RPEs are not the same. A large variance in the tolerance to disappointment was observed across subjects, with some participants needing only a small disappointment to impulsively bias their subsequent decisions. As revealed by high-density EEG recordings the most tolerant individuals - who thought twice before making a decision and earned more money - relied on different neural generators to contend with neutral and unexpected outcomes. This study thus provides some support to the idea that different neural systems underlie reflexive and reflective decisions within the same individuals as predicted by the dual-system theory of social judgment and DM.
Tzieropoulos, Hélène; de Peralta, Rolando Grave; Bossaerts, Peter; Andino, Sara L. Gonzalez
2011-01-01
Disappointment, the emotion experienced when faced to reward prediction errors (RPEs), considerably impacts decision making (DM). Individuals tend to modify their behavior in an often unpredictable way just to avoid experiencing negative emotions. Despite its importance, disappointment remains much less studied than regret and its impact on upcoming decisions largely unexplored. Here, we adapted the Trust Game to effectively elicit, quantify, and isolate disappointment by relying on the formal definition provided by Bell's in economics. We evaluated the effects of experienced disappointment and elation on future cooperation and trust as well as the rationality and utility of the different behavioral and neural mechanisms used to cope with disappointment. All participants in our game trusted less and particularly expected less from unknown opponents as a result of disappointing outcomes in the previous trial but not necessarily after elation indicating that behavioral consequences of positive and negative RPEs are not the same. A large variance in the tolerance to disappointment was observed across subjects, with some participants needing only a small disappointment to impulsively bias their subsequent decisions. As revealed by high-density EEG recordings the most tolerant individuals – who thought twice before making a decision and earned more money – relied on different neural generators to contend with neutral and unexpected outcomes. This study thus provides some support to the idea that different neural systems underlie reflexive and reflective decisions within the same individuals as predicted by the dual-system theory of social judgment and DM. PMID:21258645
Adult and Adolescent Social Reciprocity: Experimental Data from the Trust Game
ERIC Educational Resources Information Center
Belli, Stefano R.; Rogers, Robert D.; Lau, Jennifer Y. F.
2012-01-01
Twenty-four adults (aged 19-35) and 27 adolescents (aged 13-14) played as "Trustee" in an iterated Trust Game against a pre-programmed set of "Investor" moves, said to belong to an unknown co-player. Trustee behaviour was examined first in response to normative Investor cooperation, and then in response to a period of social rupture caused by…
Social information influences trust behaviour in adolescents.
Lee, Nikki C; Jolles, Jelle; Krabbendam, Lydia
2016-01-01
Trust plays an integral role in daily interactions within adolescents' social environment. Using a trust game paradigm, this study investigated the modulating influence of social information about three interaction partners on trust behaviour in adolescents aged 12-18 (N = 845). After receiving information about their interaction partners prior to the task, participants were most likely to share with a 'good' partner and rate this partner as most trustworthy. Over the course of the task all interaction partners showed similar levels of trustworthy behaviour, but overall participants continued to trust and view the good partner as more trustworthy than 'bad' and 'neutral' partners throughout the game. However, with age the ability to overcome prior social information and adapt trust behaviour improved: middle and late adolescents showed a larger decrease in trust of the good partner than early adolescents, and late adolescents were more likely to reward trustworthy behaviour from the negative partner. Copyright © 2015 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.
Economic Profits Enhance Trust, Perceived Integrity and Memory of Fairness in Interpersonal Judgment
Eto, Keisuke; Watanabe, Shigeru; Kawabata, Hideaki
2012-01-01
Does money lead to trust in personality and intention of others? Humans have a strong tendency to judge the intention of others from their sequent behaviors. In general, people trust others who behave fairly, but not always. Here we show that judgments of both intentional aspects and memory of intentional behavior are automatically influenced by unintentional benefits from the behaviors of others. We conducted a reward-manipulated and repeated trust game by using real participants interacting with moving image partners on a computer screen. The participants assessed likability, trustworthiness, and perceived integrity of the partners in pre- and post-game questionnaires. The results of judgments of all three dimensions and the memory of frequency of each partner's fair behavior (sharing) were strongly influenced by profitability in the trust game, even though all partners shared 75% of the profit and participants were told that profitability was randomly assigned to each partner. Furthermore, these effects were moderated by the gender of the participants: males were more sensitive to monetary profits than were females. The results reveal that humans automatically trust, approve the integrity of, and recall well the fair behavior of others who provide affectively positive outcomes such as monetary profits. We call this phenomenon the “affect ripple effect”. PMID:23251552
Trust and cooperation: a new experimental approach.
Acedo, Cristina; Gomila, Antoni
2013-09-01
Several theories within different disciplines emphasize the role of trust in fostering cooperation in human social life. Despite differences, the core of these notions of trust is affectively motivated loyalty, which makes the individuals feel mutually committed and willing to accept vulnerability because of positive expectations about each other's behavior. In evolutionary game theory and experimental economics, the notion of trust is much simpler: it is an expectation about another's behavior, a kind of wager, in which the sense of mutual commitment and vulnerability is completely absent. In order to extend the paradigm of trust games typical in those fields to explore the fuller sense of trust relationships, we have developed a new experimental design, in which an iterated prisoner dilemma is played by participants who do or do not hold a trusting personal relationship, while anonymity is preserved. We present here the results of our two pilot studies, which indicate the relevance of personal trust in fostering cooperation and suggest the influence of the structure of social networks on the degree of cooperation achieved. © 2013 New York Academy of Sciences.
Interpersonal effects of strategic and spontaneous guilt communication in trust games.
Shore, Danielle M; Parkinson, Brian
2017-10-30
A social partner's emotions communicate important information about their motives and intentions. However, people may discount emotional information that they believe their partner has regulated with the strategic intention of exerting social influence. Across two studies, we investigated interpersonal effects of communicated guilt and perceived strategic regulation in trust games. Results showed that communicated guilt (but not interest) mitigated negative effects of trust violations on interpersonal judgements and behaviour. Further, perceived strategic regulation reduced guilt's positive effects. These findings suggest that people take emotion-regulation motives into account when responding to emotion communication.
Clark, Brendan C; Thorne, Christopher B; Hendricks, Peter S; Sharp, Carla; Clark, Shane K; Cropsey, Karen L
2015-07-01
The high rate of incarceration in the USA warrants continued exploration into understanding and ameliorating criminal behaviour. The growing use of cooperative games to measure developing prosocial behaviours has never been explored in a US criminal justice population. The aim of this study is to examine cooperative game play among offenders under supervision in the community. We hypothesised that the offenders would use more guarded and self-preserving strategies and be more likely to excel in short-lived interactions than law-abiding community citizens. Community supervised offenders (83) and general population comparison participants (41) were recruited by town centre adverts placed in popular shops. Using the supervision centres as venues, all participants were asked to complete four cooperative games (prisoner's dilemma, public goods game, ultimatum game and trust game), not knowing the identity of the other player who was always, in fact, the experimenter. The offender and general population groups were similar in age (early 30s), sex (2/3 men), race (45% white) and IQ distribution (low average range). Offenders made lower offers in the ultimatum game, had lower scores in the prisoner's dilemma, made lower investments and offered lower returns in the trust game and contributed less in the public goods game. Even community-based offenders thus seem to have deficits in the kinds of gameplay, which are informed by theories of social cooperation, but the direction of relationship with offending remains unclear. The apparent deficits may reflect adaptation to a hostile environment where trust and reciprocity are not rewarded. It is also important to recognise that these community-based offenders did develop play indicative of trust and reciprocity, they just did so more slowly than the comparison group. This may have implications for allowing time for rapport to develop in supervisory relationships. Finally, offenders may benefit from learning that although more guarded behaviours may be adaptive in a rough neighbourhood or in jail, they may be maladaptive and limit their success in other settings such as the work place. Copyright © 2014 John Wiley & Sons, Ltd.
2013-01-01
the more widely recognized competitive (non-cooperative) game theory. Cooperative game theory focuses on what groups of self-interested agents can...provides immediate justification for using non-cooperative game theory as the basis for modeling the purely competitive agents. 2.4. Superadditive...the competitive and altruistic contributions of the subset team. Definition: Given a payoff function ( ) in a subset team game , the total marginal
Difficulty in Differentiating Trustworthiness from Untrustworthiness in Older Age
ERIC Educational Resources Information Center
Webb, Bianca; Hine, Alison C.; Bailey, Phoebe E.
2016-01-01
Older adults report being more trusting than young adults, and this may be particularly evident in close social relationships. This is beneficial for well-being when trust is reciprocated, but detrimental when trust is exploited. In a repeated trust game, young (n = 35) and older adults (n = 33) invested real money over repeated interactions with…
Game Theory Based Trust Model for Cloud Environment
Gokulnath, K.; Uthariaraj, Rhymend
2015-01-01
The aim of this work is to propose a method to establish trust at bootload level in cloud computing environment. This work proposes a game theoretic based approach for achieving trust at bootload level of both resources and users perception. Nash equilibrium (NE) enhances the trust evaluation of the first-time users and providers. It also restricts the service providers and the users to violate service level agreement (SLA). Significantly, the problem of cold start and whitewashing issues are addressed by the proposed method. In addition appropriate mapping of cloud user's application to cloud service provider for segregating trust level is achieved as a part of mapping. Thus, time complexity and space complexity are handled efficiently. Experiments were carried out to compare and contrast the performance of the conventional methods and the proposed method. Several metrics like execution time, accuracy, error identification, and undecidability of the resources were considered. PMID:26380365
25 CFR 292.21 - How will the Secretary evaluate a proposed gaming establishment?
Code of Federal Regulations, 2010 CFR
2010-04-01
... 25 Indians 1 2010-04-01 2010-04-01 false How will the Secretary evaluate a proposed gaming... ENTERPRISES GAMING ON TRUST LANDS ACQUIRED AFTER OCTOBER 17, 1988 Secretarial Determination and Governor's Concurrence Evaluation and Concurrence § 292.21 How will the Secretary evaluate a proposed gaming...
Krueger, Frank; McCabe, Kevin; Moll, Jorge; Kriegeskorte, Nikolaus; Zahn, Roland; Strenziok, Maren; Heinecke, Armin; Grafman, Jordan
2007-12-11
Trust is a critical social process that helps us to cooperate with others and is present to some degree in all human interaction. However, the underlying brain mechanisms of conditional and unconditional trust in social reciprocal exchange are still obscure. Here, we used hyperfunctional magnetic resonance imaging, in which two strangers interacted online with one another in a sequential reciprocal trust game while their brains were simultaneously scanned. By designing a nonanonymous, alternating multiround game, trust became bidirectional, and we were able to quantify partnership building and maintenance. Using within- and between-brain analyses, an examination of functional brain activity supports the hypothesis that the preferential activation of different neuronal systems implements these two trust strategies. We show that the paracingulate cortex is critically involved in building a trust relationship by inferring another person's intentions to predict subsequent behavior. This more recently evolved brain region can be differently engaged to interact with more primitive neural systems in maintaining conditional and unconditional trust in a partnership. Conditional trust selectively activated the ventral tegmental area, a region linked to the evaluation of expected and realized reward, whereas unconditional trust selectively activated the septal area, a region linked to social attachment behavior. The interplay of these neural systems supports reciprocal exchange that operates beyond the immediate spheres of kinship, one of the distinguishing features of the human species.
Krueger, Frank; McCabe, Kevin; Moll, Jorge; Kriegeskorte, Nikolaus; Zahn, Roland; Strenziok, Maren; Heinecke, Armin; Grafman, Jordan
2007-01-01
Trust is a critical social process that helps us to cooperate with others and is present to some degree in all human interaction. However, the underlying brain mechanisms of conditional and unconditional trust in social reciprocal exchange are still obscure. Here, we used hyperfunctional magnetic resonance imaging, in which two strangers interacted online with one another in a sequential reciprocal trust game while their brains were simultaneously scanned. By designing a nonanonymous, alternating multiround game, trust became bidirectional, and we were able to quantify partnership building and maintenance. Using within- and between-brain analyses, an examination of functional brain activity supports the hypothesis that the preferential activation of different neuronal systems implements these two trust strategies. We show that the paracingulate cortex is critically involved in building a trust relationship by inferring another person's intentions to predict subsequent behavior. This more recently evolved brain region can be differently engaged to interact with more primitive neural systems in maintaining conditional and unconditional trust in a partnership. Conditional trust selectively activated the ventral tegmental area, a region linked to the evaluation of expected and realized reward, whereas unconditional trust selectively activated the septal area, a region linked to social attachment behavior. The interplay of these neural systems supports reciprocal exchange that operates beyond the immediate spheres of kinship, one of the distinguishing features of the human species. PMID:18056800
Rejection of unfair offers in the ultimatum game is no evidence of strong reciprocity.
Yamagishi, Toshio; Horita, Yutaka; Mifune, Nobuhiro; Hashimoto, Hirofumi; Li, Yang; Shinada, Mizuho; Miura, Arisa; Inukai, Keigo; Takagishi, Haruto; Simunovic, Dora
2012-12-11
The strong reciprocity model of the evolution of human cooperation has gained some acceptance, partly on the basis of support from experimental findings. The observation that unfair offers in the ultimatum game are frequently rejected constitutes an important piece of the experimental evidence for strong reciprocity. In the present study, we have challenged the idea that the rejection response in the ultimatum game provides evidence of the assumption held by strong reciprocity theorists that negative reciprocity observed in the ultimatum game is inseparably related to positive reciprocity as the two sides of a preference for fairness. The prediction of an inseparable relationship between positive and negative reciprocity was rejected on the basis of the results of a series of experiments that we conducted using the ultimatum game, the dictator game, the trust game, and the prisoner's dilemma game. We did not find any correlation between the participants' tendencies to reject unfair offers in the ultimatum game and their tendencies to exhibit various prosocial behaviors in the other games, including their inclinations to positively reciprocate in the trust game. The participants' responses to postexperimental questions add support to the view that the rejection of unfair offers in the ultimatum game is a tacit strategy for avoiding the imposition of an inferior status.
Rejection of unfair offers in the ultimatum game is no evidence of strong reciprocity
Yamagishi, Toshio; Horita, Yutaka; Mifune, Nobuhiro; Hashimoto, Hirofumi; Li, Yang; Shinada, Mizuho; Miura, Arisa; Inukai, Keigo; Takagishi, Haruto; Simunovic, Dora
2012-01-01
The strong reciprocity model of the evolution of human cooperation has gained some acceptance, partly on the basis of support from experimental findings. The observation that unfair offers in the ultimatum game are frequently rejected constitutes an important piece of the experimental evidence for strong reciprocity. In the present study, we have challenged the idea that the rejection response in the ultimatum game provides evidence of the assumption held by strong reciprocity theorists that negative reciprocity observed in the ultimatum game is inseparably related to positive reciprocity as the two sides of a preference for fairness. The prediction of an inseparable relationship between positive and negative reciprocity was rejected on the basis of the results of a series of experiments that we conducted using the ultimatum game, the dictator game, the trust game, and the prisoner’s dilemma game. We did not find any correlation between the participants’ tendencies to reject unfair offers in the ultimatum game and their tendencies to exhibit various prosocial behaviors in the other games, including their inclinations to positively reciprocate in the trust game. The participants’ responses to postexperimental questions add support to the view that the rejection of unfair offers in the ultimatum game is a tacit strategy for avoiding the imposition of an inferior status. PMID:23188801
Development of Trust and Reciprocity in Adolescence
ERIC Educational Resources Information Center
van den Bos, Wouter; Westenberg, Michiel; van Dijk, Eric; Crone, Eveline A.
2010-01-01
We investigate the development of two types of prosocial behavior, trust and reciprocity, as defined using a game-theoretical task that allows investigation of real-time social interaction, among 4 age groups from 9 to 25 years. By manipulating the possible outcome alternatives, we could distinguish among important determinants of trust and…
25 CFR 292.5 - When can gaming occur on newly acquired lands under a settlement of a land claim?
Code of Federal Regulations, 2010 CFR
2010-04-01
... 25 Indians 1 2010-04-01 2010-04-01 false When can gaming occur on newly acquired lands under a... ECONOMIC ENTERPRISES GAMING ON TRUST LANDS ACQUIRED AFTER OCTOBER 17, 1988 Exceptions to Prohibitions on Gaming on Newly Acquired Lands Settlement of A Land Claimâ Exception § 292.5 When can gaming occur on...
Sanchez, Rosanna; Weinflash, Noah; Myers, Catherine E.
2016-01-01
Decisions based on trust are critical for human social interaction. We judge the trustworthiness of partners in social interactions based on a number of partner characteristics as well as experiences with those partners. These decisions are also influenced by personality. The current study examined how the personality trait of behavioral inhibition, which involves the tendency to avoid or withdraw from novelty in both social and non-social situations, is related to explicit ratings of trustworthiness as well as decisions made in the trust game. In the game, healthy young adults interacted with three fictional partners who were portrayed as trustworthy, untrustworthy or neutral through biographical information. Participants could choose to keep $1 or send $3 of virtual money to a partner. The partner could then choose to send $1.5 back to the participant or to keep the entire amount. On any trial in which the participant chose to send, the partner always reciprocated with 50% probability, irrespective of how that partner was portrayed in the biography. Behavioral inhibition was assessed through a self-report questionnaire. Finally, a reinforcement learning computational model was fit to the behavior of each participant. Self-reported ratings of trust confirmed that all participants, irrespective of behavioral inhibition, perceived differences in the moral character of the three partners (trustworthiness of good > neutral > bad partner). Decisions made in the game showed that inhibited participants tended to trust the neutral partner less than uninhibited participants. In contrast, this was not reflected in the ratings of the neutral partner (either pre- or post-game), indicating a dissociation between ratings of trustworthiness and decisions made by inhibited participants. Computational modeling showed that this was due to lower initial trust of the neutral partner rather than a higher learning rate associated with loss, suggesting an implicit bias against the neutral partner. Overall, the results suggest inhibited individuals may be predisposed to interpret neutral or ambiguous information more negatively which could, at least in part, account for the tendency to avoid unfamiliar people characteristic of behaviorally inhibited temperament, as well as its relationship to anxiety disorders. PMID:27004148
Trust-Based Cooperative Games and Control Strategies for Autonomous Military Convoys
2013-01-01
52] S. Goering, "Postnatal Reproductive Autonomy: Promoting Relational Autonomy and Self-Trust in New Parents," Bioethics , vol. 23, no. 1, pp. 9-19...Systems," Proceedings of the IEEE, vol. 95, no. 1, pp. 215-233, January 2007. [105] O. O’Neill, Autonomy and Trust in Bioethics . Cambridge: Cambridge
Take the Money and Run: Psychopathic Behavior in the Trust Game
Ibáñez, Manuel I.; Sabater-Grande, Gerardo; Barreda-Tarrazona, Iván; Mezquita, Laura; López-Ovejero, Sandra; Villa, Helena; Perakakis, Pandelis; Ortet, Generós; García-Gallego, Aurora; Georgantzís, Nikolaos
2016-01-01
We study the association among different sources of individual differences such as personality, cognitive ability and risk attitudes with trust and reciprocate behavior in an incentivized experimental binary trust game in a sample of 220 (138 females) undergraduate students. The game involves two players, player 1 (P1) and player 2 (P2). In the first stage, P1 decides whether to trust and let P2 decide, or to secure an egalitarian payoff for both players. If P1 trusts P2, the latter can choose between a symmetric payoff that is double than the secure alternative discarded by P1, and an asymmetric payoff in which P2 earns more than in any other case but makes P1 worse off. Before the main experiment, we obtained participants’ scores for Abstract Reasoning (AR), risk attitudes, basic personality characteristics, and specific traits such as psychopathy and impulsivity. During the main experiment, we measured Heart Rate (HR) and ElectroDermal Activity (EDA) variation to account for emotional arousal caused by the decision and feedback processes. Our main findings indicate that, on one hand, P1 trust behavior associates to positive emotionality and, specifically, to the extraversion’s warmth facet. In addition, the impulsivity facet of positive urgency also favors trust behavior. No relation to trusting behavior was found for either other major personality aspects or risk attitudes. The physiological results show that participants scoring high in psychopathy exhibit increased EDA and reduced evoked HR deceleration at the moment in which they are asked to decide whether or not to trust. Regarding P2, we find that AR ability and mainly low disagreeable disinhibition favor reciprocal behavior. Specifically, lack of reciprocity significantly relates with a psychopathic, highly disinhibited and impulsive personality. Thus, the present study suggests that personality characteristics would play a significant role in different behaviors underlying cooperation, with extraversion/positive emotionality being more relevant for initiating cooperation, and low disagreeable disinhibition for maintaining it. PMID:27965606
Marques, Mathew D; Critchley, Christine R; Walshe, Jarrod
2015-07-01
This research examined public opinion toward genetically modified plants and animals for food, and how trust in organizations and media coverage explained attitudes toward these organisms. Nationally representative samples (N=8821) over 10 years showed Australians were less positive toward genetically modified animals compared to genetically modified plants for food, especially in years where media coverage was high. Structural equation modeling found that positive attitudes toward different genetically modified organisms for food were significantly associated with higher trust in scientists and regulators (e.g. governments), and with lower trust in watchdogs (e.g. environmental movement). Public trust in scientists and watchdogs was a stronger predictor of attitudes toward the use of genetically modified plants for food than animals, but only when media coverage was low. Results are discussed regarding the moral acceptability of genetically modified organisms for food, the media's role in shaping public opinion, and the role public trust in organizations has on attitudes toward genetically modified organisms. © The Author(s) 2014.
Representing Trust in Cognitive Social Simulations
NASA Astrophysics Data System (ADS)
Pollock, Shawn S.; Alt, Jonathan K.; Darken, Christian J.
Trust plays a critical role in communications, strength of relationships, and information processing at the individual and group level. Cognitive social simulations show promise in providing an experimental platform for the examination of social phenomena such as trust formation. This paper describes the initial attempts at representation of trust in a cognitive social simulation using reinforcement learning algorithms centered around a cooperative Public Commodity game within a dynamic social network.
ERIC Educational Resources Information Center
Gummerum, Michaela; Hanoch, Yaniv; Keller, Monika
2008-01-01
Game theory has been one of the most prominent theories in the social sciences, influencing diverse academic disciplines such as anthropology, biology, economics, and political science. In recent years, economists have employed game theory to investigate behaviors relating to fairness, reciprocity, and trust. Surprisingly, this research has not…
Expert Game experiment predicts emergence of trust in professional communication networks.
Bendtsen, Kristian Moss; Uekermann, Florian; Haerter, Jan O
2016-10-25
Strong social capital is increasingly recognized as an organizational advantage. Better knowledge sharing and reduced transaction costs increase work efficiency. To mimic the formation of the associated communication network, we propose the Expert Game, where each individual must find a specific expert and receive her help. Participants act in an impersonal environment and under time constraints that provide short-term incentives for noncooperative behavior. Despite these constraints, we observe cooperation between individuals and the self-organization of a sustained trust network, which facilitates efficient communication channels with increased information flow. We build a behavioral model that explains the experimental dynamics. Analysis of the model reveals an exploitation protection mechanism and measurable social capital, which quantitatively describe the economic utility of trust.
Watabe, Motoki; Kato, Takahiro A; Monji, Akira; Horikawa, Hideki; Kanba, Shigenobu
2012-04-01
Minocycline has long been applied to various infectious diseases as a tetracycline antibiotic and recently has found new application in the treatment of brain diseases such as stroke and multiple sclerosis. In addition, minocycline has also been suggested as an effective drug for psychiatric diseases. These suggestions imply that minocycline may modulate our mental activities, while the underlying mechanism remains to be clarified. To investigate how minocycline influences human mental activity, we experimentally examined how minocycline works on human social decision making in a double-blind randomized trial. Forty-nine healthy volunteers were administered minocycline or placebo over four days, after which they played (1) a trust game, in which they decided how much to trust an anonymous partner, and (2) a dictator game, in which they decided how to divide resources between themselves and an anonymous partner. The minocycline group did not display increased trusting behavior or more altruistic resource allocation. In fact, the minocycline group displayed a slight reduction in trusting behavior. However, the minocycline group did show a strong positive correlation between the degree of risk taking in the trust game and in a separate evaluation of others' trustworthiness, whereas the placebo group showed no such correlation. These results suggest that minocycline led to more rational decision-making strategies, possibly by increasing emotion regulation. Since minocycline is a well-known inhibitor of microglial activation, our findings may open a new optional pathway for treating mental states in which a component of rational decision making is impaired.
Keller, Johannes; Mayo, Ruth; Greifeneder, Rainer; Pfattheicher, Stefan
2015-01-01
The current research suggests that taking self-regulatory mechanisms into account provides insights regarding individuals' responses to threats in social interactions. In general, based on the notion that a prevention-focused orientation of self-regulation is associated with a need for security and a vigilant tendency to avoid losses and other types of negative events we advocate that a prevention-focused orientation, both as a disposition as well as a situationally induced state, lowers generalized trust, thus hindering cooperation within social interactions that entail threats. Specifically, we found that the more individuals' habitual self-regulatory orientation is dominated by a prevention focus, the less likely they are to score high on a self-report measure of generalized trust (Study 1), and to express trust in a trust game paradigm as manifested in lower sums of transferred money (Studies 2 and 3). Similar findings were found when prevention focus was situationally manipulated (Study 4). Finally, one possible factor underlying the impact of prevention-focused self-regulation on generalized trust was demonstrated as individuals with a special sensitivity to negative information were significantly affected by a subtle prevention focus manipulation (versus control condition) in that they reacted with reduced trust in the trust game (Study 5). In sum, the current findings document the crucial relevance of self-regulatory orientations as conceptualized in regulatory focus theory regarding generalized trust and responses to threats within a social interaction. The theoretical and applied implications of the findings are discussed.
Perceived trustworthiness of faces drives trust behaviour in children.
Ewing, Louise; Caulfield, Frances; Read, Ainsley; Rhodes, Gillian
2015-03-01
Facial appearances can powerfully influence adults' trust behaviour, despite limited evidence that these cues constitute honest signals of trustworthiness. It is not clear, however, whether the same is also true for children. The current study investigated whether, like adults, 5-year-olds and 10-year-olds are more likely to place their trust in partners that look trustworthy than those that look untrustworthy. A second, closely related question was whether children also explicitly value the information from face cues when making trust decisions. We investigated these questions using Token Quest: an economic trust game that gave participants the opportunity to make investments with a series of partners who might (or might not) repay their trust with large returns. These interactions occurred under different conditions, including one in which participants were shown the face of each partner and another in which they could 'purchase' access to faces with a portion of their investment capital. Results indicated that, like adults, 10-year-old children selectively placed their trust in those partners they perceived as looking trustworthy and many were willing to 'pay' to purchase access to these face cues during the trust game. We observed a similar profile of trust behaviour in 5-year-olds, with no significant group difference in the impact of face cues on behaviour across the three age groups. Together, these findings indicate that the influence of face cues on trust behaviour emerges early, and highlight a capacity for sophisticated social cognition in young children. © 2014 John Wiley & Sons Ltd.
Differences in fairness and trust between lean and corpulent men.
Kubera, B; Klement, J; Wagner, C; Rädel, C; Eggeling, J; Füllbrunn, S; Kaczmarek, M C; Levinsky, R; Peters, A
2016-11-01
Employment disparities are known to exist between lean and corpulent people, for example, corpulent people are less likely to be hired and get lower wages. The reasons for these disparities between weight groups are not completely understood. We hypothesize (i) that economic decision making differs between lean and corpulent subjects, (ii) that these differences are influenced by peoples' blood glucose concentrations and (iii) by the body weight of their opponents. A total of 20 lean and 20 corpulent men were examined, who performed a large set of economic games (ultimatum game, trust game and risk game) under euglycemic and hypoglycemic conditions induced by the glucose clamp technique. In the ultimatum game, lean men made less fair decisions and offered 16% less money than corpulent men during euglycemia (P=0.042). During hypoglycemia, study participants of both weight groups accepted smaller amounts of money than during euglycemia (P=0.031), indicating that a lack of energy makes subjects to behave more like a Homo Economicus. In the trust game, lean men allocated twice as much money to lean than to corpulent trustees during hypoglycemia (P<0.001). Risk-seeking behavior did not differ between lean and corpulent men. Our data show that economic decision making is affected by both, the body weight of the participants and the body weight of their opponents, and that blood glucose concentrations should be taken into consideration when analyzing economic decision making. When relating these results to the working environment, the weight bias in economic decision making may be also relevant for employment disparities.
Bente, Gary; Dratsch, Thomas; Kaspar, Kai; Häßler, Tabea; Bungard, Oliver; Al-Issa, Ahmad
2014-01-01
Reputation systems as well as seller depictions (photos; avatars) have been shown to reduce buyer uncertainty and to foster trust in online trading. With the emergence of globalized e-markets, it remains an urgent question whether these mechanisms, found to be effective for Western cultures, also apply to other cultures. Hypothesizing that members of collectivistic cultures in contrast to those of individualistic cultures would rely more on visual social cues (seller faces) than on factual information (reputation scores), we compared buying decisions of Arab and German participants in an experimental trust game. Photo-realistic avatars were used instead of photos to control facial features and expressions. The results revealed significant main effects for both reputation scores and avatar faces. Moreover, both variables significantly affected the purchase behavior of Arab as well as German buyers, suggesting cross-cultural universals in the processing of trust cues. The results have implications for future cross-cultural studies in e-commerce as well as the design of online markets and shared virtual environments. PMID:24901696
Bente, Gary; Dratsch, Thomas; Kaspar, Kai; Häβler, Tabea; Bungard, Oliver; Al-Issa, Ahmad
2014-01-01
Reputation systems as well as seller depictions (photos; avatars) have been shown to reduce buyer uncertainty and to foster trust in online trading. With the emergence of globalized e-markets, it remains an urgent question whether these mechanisms, found to be effective for Western cultures, also apply to other cultures. Hypothesizing that members of collectivistic cultures in contrast to those of individualistic cultures would rely more on visual social cues (seller faces) than on factual information (reputation scores), we compared buying decisions of Arab and German participants in an experimental trust game. Photo-realistic avatars were used instead of photos to control facial features and expressions. The results revealed significant main effects for both reputation scores and avatar faces. Moreover, both variables significantly affected the purchase behavior of Arab as well as German buyers, suggesting cross-cultural universals in the processing of trust cues. The results have implications for future cross-cultural studies in e-commerce as well as the design of online markets and shared virtual environments.
A model of risk and mental state shifts during social interaction.
Hula, Andreas; Vilares, Iris; Lohrenz, Terry; Dayan, Peter; Montague, P Read
2018-02-01
Cooperation and competition between human players in repeated microeconomic games offer a window onto social phenomena such as the establishment, breakdown and repair of trust. However, although a suitable starting point for the quantitative analysis of such games exists, namely the Interactive Partially Observable Markov Decision Process (I-POMDP), computational considerations and structural limitations have limited its application, and left unmodelled critical features of behavior in a canonical trust task. Here, we provide the first analysis of two central phenomena: a form of social risk-aversion exhibited by the player who is in control of the interaction in the game; and irritation or anger, potentially exhibited by both players. Irritation arises when partners apparently defect, and it potentially causes a precipitate breakdown in cooperation. Failing to model one's partner's propensity for it leads to substantial economic inefficiency. We illustrate these behaviours using evidence drawn from the play of large cohorts of healthy volunteers and patients. We show that for both cohorts, a particular subtype of player is largely responsible for the breakdown of trust, a finding which sheds new light on borderline personality disorder.
A model of risk and mental state shifts during social interaction
Vilares, Iris
2018-01-01
Cooperation and competition between human players in repeated microeconomic games offer a window onto social phenomena such as the establishment, breakdown and repair of trust. However, although a suitable starting point for the quantitative analysis of such games exists, namely the Interactive Partially Observable Markov Decision Process (I-POMDP), computational considerations and structural limitations have limited its application, and left unmodelled critical features of behavior in a canonical trust task. Here, we provide the first analysis of two central phenomena: a form of social risk-aversion exhibited by the player who is in control of the interaction in the game; and irritation or anger, potentially exhibited by both players. Irritation arises when partners apparently defect, and it potentially causes a precipitate breakdown in cooperation. Failing to model one’s partner’s propensity for it leads to substantial economic inefficiency. We illustrate these behaviours using evidence drawn from the play of large cohorts of healthy volunteers and patients. We show that for both cohorts, a particular subtype of player is largely responsible for the breakdown of trust, a finding which sheds new light on borderline personality disorder. PMID:29447153
Can You Hear Me Now? The Impact of Voice in an Online Gaming Community
ERIC Educational Resources Information Center
Williams, Dmitri; Caplan, Scott; Xiong, Li
2007-01-01
This paper reports the results of a controlled field experiment in which voice communication was introduced into an existing online community (online gaming guilds within the popular game "World of Warcraft"), comparing a mix of voice and text with text only. Quantitative results suggest increases in liking and trust due to the addition of voice,…
On the generality of age differences in social and nonsocial decision making.
Rieger, Matthias; Mata, Rui
2015-03-01
Empirical work with western populations suggests that aging is associated with changes in economic decision making, including, for example, increased prosocial tendencies. We investigated the generality of age effects in social and nonsocial domains by assessing various measures of economic decision making in a rural population from Morocco. We measured age/cohort differences using a number of economic games (risk game, time preferences game, dictator game, trust game, and public goods game) in over 700 participants ranging from 17 to 92 years of age. The results suggest a negative relation between age and risk taking and a concave relation between age and contribution to a public good, but no significant age trends in time preferences, altruism, trust, or trustworthiness. Our results indicate that the relationship between aging and decision making is not universal and is shaped by local culture and the type of task rather than biological factors alone. More research is needed to understand the unique age trends prevalent in specific populations and tasks. © The Author 2013. Published by Oxford University Press on behalf of The Gerontological Society of America. All rights reserved. For permissions, please e-mail: journals.permissions@oup.com.
Inconsistency and social decision making in patients with Borderline Personality Disorder.
Preuss, Nora; Brändle, Laura S; Hager, Oliver M; Haynes, Melanie; Fischbacher, Urs; Hasler, Gregor
2016-09-30
Inconsistent social behavior is a core psychopathological feature of borderline personality disorder. The goal of the present study was to examine inconsistency in social decision-making using simple economic social experiments. We investigated the decisions of 17 female patients with BPD, 24 patients with major depressive disorder (MDD), and 36 healthy controls in three single shot economic experiments measuring trust, cooperation, and punishment. BPD severity was assessed using the Zanarini Rating Scale for BPD. Investments across identical one-shot trust and punishment games were significantly more inconsistent in BPD patients than in controls. Such inconsistencies were only found in the social risk conditions of the trust and punishment conditions but not in the non-social control conditions. MDD patients did not show such inconsistencies. Furthermore, social support was negatively correlated with inconsistent decision-making in the trust and punishment game, which underscores the clinical relevance of this finding. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.
The Condition for Generous Trust
Shinya, Obayashi; Yusuke, Inagaki; Hiroki, Takikawa
2016-01-01
Trust has been considered the “cement” of a society and is much studied in sociology and other social sciences. Most studies, however, have neglected one important aspect of trust: it involves an act of forgiving and showing tolerance toward another’s failure. In this study, we refer to this concept as “generous trust” and examine the conditions under which generous trust becomes a more viable option when compared to other types of trust. We investigate two settings. First, we introduce two types of uncertainties: uncertainty as to whether trustees have the intention to cooperate, and uncertainty as to whether trustees have enough competence to accomplish the entrusted tasks. Second, we examine the manner in which trust functions in a broader social context, one that involves matching and commitment processes. Since we expect generosity or forgiveness to work differently in the matching and commitment processes, we must differentiate trust strategies into generous trust in the matching process and that in the commitment process. Our analytical strategy is two-fold. First, we analyze the “modified” trust game that incorporates the two types of uncertainties without the matching process. This simplified setting enables us to derive mathematical results using game theory, thereby giving basic insight into the trust mechanism. Second, we investigate socially embedded trust relationships in contexts involving the matching and commitment processes, using agent-based simulation. Results show that uncertainty about partner’s intention and competence makes generous trust a viable option. In contrast, too much uncertainty undermines the possibility of generous trust. Furthermore, a strategy that is too generous cannot stand alone. Generosity should be accompanied with moderate punishment. As for socially embedded trust relationships, generosity functions differently in the matching process versus the commitment process. Indeed, these two types of generous trust coexist, and their coexistence enables a society to function well. PMID:27893759
Parochial trust and cooperation across 17 societies
Romano, Angelo; Balliet, Daniel; Liu, James H.
2017-01-01
International challenges such as climate change, poverty, and intergroup conflict require countries to cooperate to solve these complex problems. However, the political tide in many countries has shifted inward, with skepticism and reluctance to cooperate with other countries. Thus, cross-societal investigations are needed to test theory about trust and cooperation within and between groups. We conducted an experimental study in 17 countries designed to test several theories that explain why, who, and where people trust and cooperate more with ingroup members, compared with outgroup members. The experiment involved several interactions in the trust game, either as a trustor or trustee. We manipulated partner group membership in the trust game (ingroup, outgroup, or unknown) and if their reputation was at stake during the interaction. In addition to the standard finding that participants trust and cooperate more with ingroup than outgroup members, we obtained findings that reputational concerns play a decisive role for promoting trust and cooperation universally across societies. Furthermore, men discriminated more in favor of their ingroup than women. Individual differences in cooperative preferences, as measured by social value orientation, predicted cooperation with both ingroup and outgroup members. Finally, we did not find support for three theories about the cross-societal conditions that influence the degree of ingroup favoritism observed across societies (e.g., material security, religiosity, and pathogen stress). We discuss the implications for promoting cooperation within and between countries. PMID:29133403
The Causal Effect of Market Priming on Trust: An Experimental Investigation Using Randomized Control
Al-Ubaydli, Omar; Houser, Daniel; Nye, John; Paganelli, Maria Pia; Pan, Xiaofei Sophia
2013-01-01
We report data from laboratory experiments where participants were primed using phrases related to markets and trade. Participants then participated in trust games with anonymous strangers. The decisions of primed participants are compared to those of a control group. We find evidence that priming for market participation affects positively the beliefs regarding the trustworthiness of anonymous strangers and increases trusting decisions. PMID:23472068
25 CFR 292.15 - May a tribe apply for a Secretarial Determination for lands not yet held in trust?
Code of Federal Regulations, 2010 CFR
2010-04-01
... 25 Indians 1 2010-04-01 2010-04-01 false May a tribe apply for a Secretarial Determination for lands not yet held in trust? 292.15 Section 292.15 Indians BUREAU OF INDIAN AFFAIRS, DEPARTMENT OF THE INTERIOR ECONOMIC ENTERPRISES GAMING ON TRUST LANDS ACQUIRED AFTER OCTOBER 17, 1988 Secretarial Determination and Governor's Concurrence § 292.15 May...
Bayesian prediction of placebo analgesia in an instrumental learning model
Jung, Won-Mo; Lee, Ye-Seul; Wallraven, Christian; Chae, Younbyoung
2017-01-01
Placebo analgesia can be primarily explained by the Pavlovian conditioning paradigm in which a passively applied cue becomes associated with less pain. In contrast, instrumental conditioning employs an active paradigm that might be more similar to clinical settings. In the present study, an instrumental conditioning paradigm involving a modified trust game in a simulated clinical situation was used to induce placebo analgesia. Additionally, Bayesian modeling was applied to predict the placebo responses of individuals based on their choices. Twenty-four participants engaged in a medical trust game in which decisions to receive treatment from either a doctor (more effective with high cost) or a pharmacy (less effective with low cost) were made after receiving a reference pain stimulus. In the conditioning session, the participants received lower levels of pain following both choices, while high pain stimuli were administered in the test session even after making the decision. The choice-dependent pain in the conditioning session was modulated in terms of both intensity and uncertainty. Participants reported significantly less pain when they chose the doctor or the pharmacy for treatment compared to the control trials. The predicted pain ratings based on Bayesian modeling showed significant correlations with the actual reports from participants for both of the choice categories. The instrumental conditioning paradigm allowed for the active choice of optional cues and was able to induce the placebo analgesia effect. Additionally, Bayesian modeling successfully predicted pain ratings in a simulated clinical situation that fits well with placebo analgesia induced by instrumental conditioning. PMID:28225816
Multi-Objective Optimization for Trustworthy Tactical Networks: A Survey and Insights
2013-06-01
existing data sources, gathering and maintaining the data needed , and completing and reviewing the collection of information. Send comments regarding...problems: using repeated cooperative games [12], hedonic games [25], and nontransferable utility cooperative games [27]. It should be noted that trust...examined an optimal task allocation problem in a distributed computing system where program modules need to be allocated to different processors to
A Trust Based Framework for Information Sharing Behavior in Command and Control Environments
2013-06-01
organizations under certain environmental contexts using the ELICIT multiplayer intelligence game . Like other existing work dealing with com- parative... multiplayer intelligence game ,” in Proc. 12th Int?l Command and Control Research and Technology Symposium, 2007. ...dictated by a combination of personality traits, organizational rules and the need to achieve mission objectives. For example, cooperation games often show
A trust-based sensor allocation algorithm in cooperative space search problems
NASA Astrophysics Data System (ADS)
Shen, Dan; Chen, Genshe; Pham, Khanh; Blasch, Erik
2011-06-01
Sensor allocation is an important and challenging problem within the field of multi-agent systems. The sensor allocation problem involves deciding how to assign a number of targets or cells to a set of agents according to some allocation protocol. Generally, in order to make efficient allocations, we need to design mechanisms that consider both the task performers' costs for the service and the associated probability of success (POS). In our problem, the costs are the used sensor resource, and the POS is the target tracking performance. Usually, POS may be perceived differently by different agents because they typically have different standards or means of evaluating the performance of their counterparts (other sensors in the search and tracking problem). Given this, we turn to the notion of trust to capture such subjective perceptions. In our approach, we develop a trust model to construct a novel mechanism that motivates sensor agents to limit their greediness or selfishness. Then we model the sensor allocation optimization problem with trust-in-loop negotiation game and solve it using a sub-game perfect equilibrium. Numerical simulations are performed to demonstrate the trust-based sensor allocation algorithm in cooperative space situation awareness (SSA) search problems.
The Modular Nature of Trustworthiness Detection
ERIC Educational Resources Information Center
Bonnefon, Jean-Francois; Hopfensitz, Astrid; De Neys, Wim
2013-01-01
The capacity to trust wisely is a critical facilitator of success and prosperity, and it has been conjectured that people of higher intelligence are better able to detect signs of untrustworthiness from potential partners. In contrast, this article reports five trust game studies suggesting that reading trustworthiness of the faces of strangers is…
Federal Register 2010, 2011, 2012, 2013, 2014
2012-07-31
... Procedures authorized by OMB Control Number 1076-0149, Tribal Revenue Allocation Plans authorized by OMB Control Number 1076-0152, and Gaming on Trust Lands Acquired After October 17, 1988 authorized by OMB Control Number 1076- 0158. These [[Page 45371
Aglioti, Salvatore Maria; Liuzza, Marco Tullio
2017-01-01
Trust towards unrelated individuals is often conditioned by information about previous social interactions that can be derived from either personal or vicarious experience (e.g., reputation). Intergroup stereotypes can be operationalized as expectations about other groups’ traits/attitudes/behaviors that heavily influence our behavioral predictions when interacting with them. In this study we investigated the role of perceived social dimensions of the Stereotype Content Model (SCM)–Warmth (W) and Competence (C)—in affecting trusting behavior towards different European national group members during the Trust Game. Given the well-known role of ideological attitudes in regulating stereotypes, we also measured individual differences in right-wing authoritarianism (RWA). In Experiment 1, we designed an online survey to study one-shot intergroup trust decisions by employing putative members of the European Union states which were also rated along SCM dimensions. We found that low-RWA participants’ trusting behavior was driven by perceived warmth (i.e., the dimension signaling the benevolence of social intentions) when interacting with low-C groups. In Experiment 2, we investigated the dynamics of trust in a multiple-round version of the European Trust Game. We found that in low-RWA participants trusting behavior decreased over time when interacting with high-W groups (i.e., expected to reciprocate trust), but did not change when interacting with low-W groups (i.e., expected not to reciprocate trust). Moreover, we found that high-RWA participants’ trusting behavior decreased when facing low-W groups but not high-W ones. This suggests that low-RWA individuals employ reputational priors but are also permeable to external evidence when learning about others’ trustworthiness. In contrast, high-RWA individuals kept relying on stereotypes despite contextual information. These results confirm the pivotal role played by reputational priors triggered by perceived warmth in shaping social interactions. PMID:29284019
Ponsi, Giorgia; Panasiti, Maria Serena; Aglioti, Salvatore Maria; Liuzza, Marco Tullio
2017-01-01
Trust towards unrelated individuals is often conditioned by information about previous social interactions that can be derived from either personal or vicarious experience (e.g., reputation). Intergroup stereotypes can be operationalized as expectations about other groups' traits/attitudes/behaviors that heavily influence our behavioral predictions when interacting with them. In this study we investigated the role of perceived social dimensions of the Stereotype Content Model (SCM)-Warmth (W) and Competence (C)-in affecting trusting behavior towards different European national group members during the Trust Game. Given the well-known role of ideological attitudes in regulating stereotypes, we also measured individual differences in right-wing authoritarianism (RWA). In Experiment 1, we designed an online survey to study one-shot intergroup trust decisions by employing putative members of the European Union states which were also rated along SCM dimensions. We found that low-RWA participants' trusting behavior was driven by perceived warmth (i.e., the dimension signaling the benevolence of social intentions) when interacting with low-C groups. In Experiment 2, we investigated the dynamics of trust in a multiple-round version of the European Trust Game. We found that in low-RWA participants trusting behavior decreased over time when interacting with high-W groups (i.e., expected to reciprocate trust), but did not change when interacting with low-W groups (i.e., expected not to reciprocate trust). Moreover, we found that high-RWA participants' trusting behavior decreased when facing low-W groups but not high-W ones. This suggests that low-RWA individuals employ reputational priors but are also permeable to external evidence when learning about others' trustworthiness. In contrast, high-RWA individuals kept relying on stereotypes despite contextual information. These results confirm the pivotal role played by reputational priors triggered by perceived warmth in shaping social interactions.
Parochial trust and cooperation across 17 societies.
Romano, Angelo; Balliet, Daniel; Yamagishi, Toshio; Liu, James H
2017-11-28
International challenges such as climate change, poverty, and intergroup conflict require countries to cooperate to solve these complex problems. However, the political tide in many countries has shifted inward, with skepticism and reluctance to cooperate with other countries. Thus, cross-societal investigations are needed to test theory about trust and cooperation within and between groups. We conducted an experimental study in 17 countries designed to test several theories that explain why, who, and where people trust and cooperate more with ingroup members, compared with outgroup members. The experiment involved several interactions in the trust game, either as a trustor or trustee. We manipulated partner group membership in the trust game (ingroup, outgroup, or unknown) and if their reputation was at stake during the interaction. In addition to the standard finding that participants trust and cooperate more with ingroup than outgroup members, we obtained findings that reputational concerns play a decisive role for promoting trust and cooperation universally across societies. Furthermore, men discriminated more in favor of their ingroup than women. Individual differences in cooperative preferences, as measured by social value orientation, predicted cooperation with both ingroup and outgroup members. Finally, we did not find support for three theories about the cross-societal conditions that influence the degree of ingroup favoritism observed across societies (e.g., material security, religiosity, and pathogen stress). We discuss the implications for promoting cooperation within and between countries. Copyright © 2017 the Author(s). Published by PNAS.
Appearance-Based Trust Behaviour Is Reduced in Children with Autism Spectrum Disorder
ERIC Educational Resources Information Center
Ewing, Louise; Caulfield, Frances; Read, Ainsley; Rhodes, Gillian
2015-01-01
Typical individuals make rapid and reliable evaluations of trustworthiness from facial appearances, which can powerfully influence behaviour. However, the same may not be true for children with autism spectrum disorder. Using an economic trust game, the current study revealed that like typical children, children with autism spectrum disorder…
Cross-cultural differences in relationship- and group-based trust.
Yuki, Masaki; Maddux, William W; Brewer, Marilynn B; Takemura, Kosuke
2005-01-01
Two experiments explored differences in depersonalized trust (trust toward a relatively unknown target person) across cultures. Based on a recent theoretical framework that postulates predominantly different bases for group behaviors in Western cultures versus Eastern cultures, it was predicted that Americans would tend to trust people primarily based on whether they shared category memberships; however, trust for Japanese was expected to be based on the likelihood of sharing direct or indirect interpersonal links. Results supported these predictions. In both Study 1 (questionnaire study) and Study 2 (online money allocation game), Americans trusted ingroup members more than outgroup members; however, the existence of a potential indirect relationship link increased trust for outgroup members more for Japanese than for Americans. Implications for understanding group processes across cultures are discussed.
The Educational Efficacy of Distinct Information Delivery Systems in Modified Video Games
ERIC Educational Resources Information Center
Moshirnia, Andrew; Israel, Maya
2010-01-01
Despite the increasing popularity of many commercial video games, this popularity is not shared by educational video games. Modified video games, however, can bridge the gap in quality between commercial and education video games by embedding educational content into popular commercial video games. This study examined how different information…
Social Interaction Behavior in ADHD in Adults in a Virtual Trust Game.
Lis, Stefanie; Baer, Nina; Franzen, Nele; Hagenhoff, Meike; Gerlach, Maika; Koppe, Georgia; Sammer, Gebhard; Gallhofer, Bernd; Kirsch, Peter
2016-04-01
Social cognitive functions in adults with ADHD were investigated in a virtual social exchange game. The sample consisted of 40 participants (20 adult ADHD participants, 20 healthy controls). Participants played a multiround trust game with virtual trustees who differed in regard to fairness and presence of emotional facial cues. Investments were higher in ADHD participants than in healthy participants except for partners who played fair with constant neutral expressions. ADHD patients did not adapt their behavior to the fairness of the trustee. In the presence of emotional facial cues, ADHD and healthy participants transferred more monetary units to happy rather than angry-looking trustees. Differences in investment behavior were not linked to deficits in emotion-recognition abilities or cognitive dysfunctions. Alterations in interaction behavior and in the formation of a general attitude toward social partners could be shown in adults with ADHD. © The Author(s) 2013.
Experimental game theory and behavior genetics.
Cesarini, David; Dawes, Christopher T; Johannesson, Magnus; Lichtenstein, Paul; Wallace, Björn
2009-06-01
We summarize the findings from a research program studying the heritability of behavior in a number of widely used economic games, including trust, dictator, and ultimatum games. Results from the standard behavior genetic variance decomposition suggest that strategies and fundamental economic preference parameters are moderately heritable, with estimates ranging from 18 to 42%. In addition, we also report new evidence on so-called "hyperfair" preferences in the ultimatum game. We discuss the implications of our findings with special reference to current efforts that seek to understand the molecular genetic architecture of complex social behaviors.
An Experimental Study of the Reputation Mechanism in a Business Game
ERIC Educational Resources Information Center
Greco, Marco; Branca, Antonio Maurizio; Morena, Gianfranco
2011-01-01
Reputation enables different parties to establish a trusting and cooperative relationship, a key factor in integrative negotiations referred to as "win-win" negotiations. Thus, a good reputation mechanism can bring simulations closer to reality. In this study, the authors review the reputation mechanisms applied to the online business game WIN WIN…
25 CFR 292.16 - What must an application for a Secretarial Determination contain?
Code of Federal Regulations, 2013 CFR
2013-04-01
... ENTERPRISES GAMING ON TRUST LANDS ACQUIRED AFTER OCTOBER 17, 1988 Secretarial Determination and Governor's... information: (a) The full name, address, and telephone number of the tribe submitting the application; (b) A...) Information required by § 292.17 to assist the Secretary in determining whether the proposed gaming...
25 CFR 292.16 - What must an application for a Secretarial Determination contain?
Code of Federal Regulations, 2011 CFR
2011-04-01
... ENTERPRISES GAMING ON TRUST LANDS ACQUIRED AFTER OCTOBER 17, 1988 Secretarial Determination and Governor's... information: (a) The full name, address, and telephone number of the tribe submitting the application; (b) A...) Information required by § 292.17 to assist the Secretary in determining whether the proposed gaming...
25 CFR 292.16 - What must an application for a Secretarial Determination contain?
Code of Federal Regulations, 2012 CFR
2012-04-01
... ENTERPRISES GAMING ON TRUST LANDS ACQUIRED AFTER OCTOBER 17, 1988 Secretarial Determination and Governor's... information: (a) The full name, address, and telephone number of the tribe submitting the application; (b) A...) Information required by § 292.17 to assist the Secretary in determining whether the proposed gaming...
25 CFR 292.16 - What must an application for a Secretarial Determination contain?
Code of Federal Regulations, 2014 CFR
2014-04-01
... ENTERPRISES GAMING ON TRUST LANDS ACQUIRED AFTER OCTOBER 17, 1988 Secretarial Determination and Governor's... information: (a) The full name, address, and telephone number of the tribe submitting the application; (b) A...) Information required by § 292.17 to assist the Secretary in determining whether the proposed gaming...
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2012-11-16
... authorized by OMB Control Number 1076-0149, Tribal Revenue Allocation Plans authorized by OMB Control Number 1076-0152, and Gaming on Trust Lands Acquired After October 17, 1988 authorized by OMB Control Number 1076-0158. These information collections expire November 30, 2012. DATE: Interested persons are invited...
Motivational Correlations of Strategy Choices in the Prisoner's Dilemma Game
NASA Technical Reports Server (NTRS)
Williams, Carl D.; Steele, Matthew W.; Tedeschi, James T.
1969-01-01
The purpose of the present study was to investigate the relationship between the motivational dimensions assessed by the Motivation Analysis Test and prisoner's dilemma game behavior as measured both by the number of competitive strategy choices and the two-stage stochastic variables labelled trustworthiness, forgiveness, repentance, and trust by Rapoport.
Drouvelis, Michalis; Powdthavee, Nattavudh
2015-10-01
What determines people's moral judgments of selfish behaviors? Here we study whether people's normative views in trust and gift exchange games, which underlie many situations of economic and social significance, are themselves functions of positive emotions. We use experimental survey methods to investigate the moral judgments of impartial observers empirically, and explore whether we could influence subsequent judgments by deliberately making some individuals happier. We find that moral judgments of selfish behaviors in the economic context depend strongly on the behavior of the interaction partner of the judged person, but their relationships are significantly moderated by an increase in happiness for the person making the judgment.
The Effects of Modified Games on the Development of Gross Motor Skill in Preschoolers
ERIC Educational Resources Information Center
Lestari, Indah; Ratnaningsih, Tri
2016-01-01
Gross motor skills on children must be optimized much earlier since it plays important role not only on their interaction process but also in supporting other multiple developments. One of the means in developing child's motor skill is by providing innovative games i.e. modified games including game format, game timing, and game sequence. The…
Li, Pengli; Zhang, Chunhua; Yi, Li
2016-07-01
The current study examined how children with Autism Spectrum Disorders (ASD) could selectively trust others based on three facial cues: the face race, attractiveness, and trustworthiness. In a computer-based hide-and-seek game, two face images, which differed significantly in one of the three facial cues, were presented as two cues for selective trust. Children had to selectively trust the own-race, attractive and trustworthy faces to get the prize. Our findings demonstrate an intact ability of selective trust based on face appearance in ASD compared to typical children: they could selectively trust the informant based on face race and attractiveness. Our results imply that despite their face recognition deficits, children with ASD are still sensitive to some aspects of face appearance.
Harth, Nicole S; Regner, Tobias
2017-12-01
This study investigated state anger and individual differences in negative reciprocity orientation as predictors of individuals' willingness to cooperate with strangers. In order to observe real behaviour, we used a trust game that was played over six periods. In the trust game, a first player (sender) determines how much of a certain endowment she/he wants to share with a second player (trustee), who then can give something back. We varied whether participants received feedback [feedback (yes, no)] about the trustee's behavioural decision (amount sent back). Supporting our hypotheses, the results suggest that feedback compared with no feedback about the trustee's behaviour increased anger. Specifically, information about low back transfers triggered anger and non-cooperation in return. Importantly, participants with a strong negative reciprocity orientation reported higher levels of anger and were less willing to cooperate with the trustee compared with those with low negative reciprocity orientation. Moreover, even when anger was low, individuals with a strong negative reciprocity orientation were less willing to cooperate compared with those with a low negative reciprocity orientation. Thus, negative reciprocity orientation seems to arouse a spiral of distrust. Theoretical and practical implications of these findings are discussed. © 2016 International Union of Psychological Science.
In the Zone--Bringing Science to the Olympic Games for Students in 2012
ERIC Educational Resources Information Center
Holmes, Leah; Atkinson, Melissa; Schofield, Jonathan
2012-01-01
The Wellcome Trust is running a national engagement and education initiative inspired by the London 2012 Olympic and Paralympic Games. "In the Zone" involves sending practical science kits to every UK school and college. Here, we discuss the development of the school activities and how the feedback from pilot schools helped to shape the…
Stimulus generalization as a mechanism for learning to trust
FeldmanHall, Oriel; Dunsmoor, Joseph E.; Tompary, Alexa; Hunter, Lindsay E.; Todorov, Alexander; Phelps, Elizabeth A.
2018-01-01
How do humans learn to trust unfamiliar others? Decisions in the absence of direct knowledge rely on our ability to generalize from past experiences and are often shaped by the degree of similarity between prior experience and novel situations. Here, we leverage a stimulus generalization framework to examine how perceptual similarity between known individuals and unfamiliar strangers shapes social learning. In a behavioral study, subjects play an iterative trust game with three partners who exhibit highly trustworthy, somewhat trustworthy, or highly untrustworthy behavior. After learning who can be trusted, subjects select new partners for a second game. Unbeknownst to subjects, each potential new partner was parametrically morphed with one of the three original players. Results reveal that subjects prefer to play with strangers who implicitly resemble the original player they previously learned was trustworthy and avoid playing with strangers resembling the untrustworthy player. These decisions to trust or distrust strangers formed a generalization gradient that converged toward baseline as perceptual similarity to the original player diminished. In a second imaging experiment we replicate these behavioral gradients and leverage multivariate pattern similarity analyses to reveal that a tuning profile of activation patterns in the amygdala selectively captures increasing perceptions of untrustworthiness. We additionally observe that within the caudate adaptive choices to trust rely on neural activation patterns similar to those elicited when learning about unrelated, but perceptually familiar, individuals. Together, these findings suggest an associative learning mechanism efficiently deploys moral information encoded from past experiences to guide future choice. PMID:29378964
Damage to the insula is associated with abnormal interpersonal trust
Belfi, Amy M.; Koscik, Timothy R.; Tranel, Daniel
2015-01-01
Reciprocal trust is a crucial component of cooperative, mutually beneficial social relationships. Previous research using tasks that require judging and developing interpersonal trust has suggested that the insula may be an important brain region underlying these processes (King-Casas et al., 2008). Here, using a neuropsychological approach, we investigated the role of the insula in reciprocal trust during the Trust Game (TG), an interpersonal economic exchange. Consistent with previous research, we found that neurologically normal adults reciprocate trust in kind, i.e., they increase trust in response to increases from their partners, and decrease trust in response to decreases. In contrast, individuals with damage to the insula displayed abnormal expressions of trust. Specifically, these individuals behaved benevolently (expressing misplaced trust) when playing the role of investor, and malevolently (violating their partner’s trust) when playing the role of the trustee. Our findings lend further support to the idea that the insula is important for expressing normal interpersonal trust, perhaps because the insula helps to recognize risk during decision-making and to identify social norm violations. PMID:25846668
ERIC Educational Resources Information Center
Li, Pengli; Zhang, Chunhua; Yi, Li
2016-01-01
The current study examined how children with Autism Spectrum Disorders (ASD) could selectively trust others based on three facial cues: the face race, attractiveness, and trustworthiness. In a computer-based hide-and-seek game, two face images, which differed significantly in one of the three facial cues, were presented as two cues for selective…
Game Theory Meets Wireless Sensor Networks Security Requirements and Threats Mitigation: A Survey.
Abdalzaher, Mohamed S; Seddik, Karim; Elsabrouty, Maha; Muta, Osamu; Furukawa, Hiroshi; Abdel-Rahman, Adel
2016-06-29
We present a study of using game theory for protecting wireless sensor networks (WSNs) from selfish behavior or malicious nodes. Due to scalability, low complexity and disseminated nature of WSNs, malicious attacks can be modeled effectively using game theory. In this study, we survey the different game-theoretic defense strategies for WSNs. We present a taxonomy of the game theory approaches based on the nature of the attack, whether it is caused by an external attacker or it is the result of an internal node acting selfishly or maliciously. We also present a general trust model using game theory for decision making. We, finally, identify the significant role of evolutionary games for WSNs security against intelligent attacks; then, we list several prospect applications of game theory to enhance the data trustworthiness and node cooperation in different WSNs.
2018-01-05
research team recorded fMRI or event-related potentials while subjects were playing two cognitive games . At the first experiment, human subjects played a...theory-of-mind bilateral game with two types of computerized agents: with or without humanlike cues. At the second experiment, human subjects played...a unilateral game in which the human subjects played the role of the Coach (or supervisor) while a computer agent played as the Player
Rigidity of the magic pentagram game
NASA Astrophysics Data System (ADS)
Kalev, Amir; Miller, Carl A.
2018-01-01
A game is rigid if a near-optimal score guarantees, under the sole assumption of the validity of quantum mechanics, that the players are using an approximately unique quantum strategy. Rigidity has a vital role in quantum cryptography as it permits a strictly classical user to trust behavior in the quantum realm. This property can be traced back as far as 1998 (Mayers and Yao) and has been proved for multiple classes of games. In this paper we prove ridigity for the magic pentagram game, a simple binary constraint satisfaction game involving two players, five clauses and ten variables. We show that all near-optimal strategies for the pentagram game are approximately equivalent to a unique strategy involving real Pauli measurements on three maximally-entangled qubit pairs.
Rigidity of the magic pentagram game.
Kalev, Amir; Miller, Carl A
2018-01-01
A game is rigid if a near-optimal score guarantees, under the sole assumption of the validity of quantum mechanics, that the players are using an approximately unique quantum strategy. Rigidity has a vital role in quantum cryptography as it permits a strictly classical user to trust behavior in the quantum realm. This property can be traced back as far as 1998 (Mayers and Yao) and has been proved for multiple classes of games. In this paper we prove ridigity for the magic pentagram game, a simple binary constraint satisfaction game involving two players, five clauses and ten variables. We show that all near-optimal strategies for the pentagram game are approximately equivalent to a unique strategy involving real Pauli measurements on three maximally-entangled qubit pairs.
Evolution of trust and trustworthiness: social awareness favours personality differences
McNamara, John M.; Stephens, Philip A.; Dall, Sasha R.X.; Houston, Alasdair I.
2008-01-01
Interest in the evolution and maintenance of personality is burgeoning. Individuals of diverse animal species differ in their aggressiveness, fearfulness, sociability and activity. Strong trade-offs, mutation–selection balance, spatio-temporal fluctuations in selection, frequency dependence and good-genes mate choice are invoked to explain heritable personality variation, yet for continuous behavioural traits, it remains unclear which selective force is likely to maintain distinct polymorphisms. Using a model of trust and cooperation, we show how allowing individuals to monitor each other's cooperative tendencies, at a cost, can select for heritable polymorphisms in trustworthiness. This variation, in turn, favours costly ‘social awareness’ in some individuals. Feedback of this sort can explain the individual differences in trust and trustworthiness so often documented by economists in experimental public goods games across a range of cultures. Our work adds to growing evidence that evolutionary game theorists can no longer afford to ignore the importance of real world inter-individual variation in their models. PMID:18957369
The effect of social categorization on trust decisions in a trust game paradigm.
Cañadas, Elena; Rodríguez-Bailón, Rosa; Lupiáñez, Juan
2015-01-01
This study investigates whether participants use categorical or individual knowledge about others in order to make cooperative decisions in an adaptation of the trust game paradigm. Concretely, participants had to choose whether to cooperate or not with black and white unknown partners as a function of expected partners' reciprocity rates. Reciprocity rates were manipulated by associating three out of four members of an ethnic group (blacks or whites consistent members) with high (or low) reciprocity rates, while the remaining member of the ethnic group is associated with the reciprocity of the other ethnic group (inconsistent member). Results show opposite performance's patterns for white and black partners. Participants seemed to categorize white partners, by making the same cooperation decision with all the partners, that is, they cooperated equally with consistent and inconsistent white partners. However, this effect was not found for black partners, suggesting a tendency to individuate them. Results are discussed in light of the implications of these categorization-individuation processes for intergroup relations and cooperative economic behavior.
Increasing interpersonal trust through divergent thinking.
Sellaro, Roberta; Hommel, Bernhard; de Kwaadsteniet, Erik W; van de Groep, Suzanne; Colzato, Lorenza S
2014-01-01
Interpersonal trust is an essential ingredient of many social relationships but how stable is it actually, and how is it controlled? There is evidence that the degree of trust into others might be rather volatile and can be affected by manipulations like drawing attention to personal interdependence or independence. Here we investigated whether the degree of interpersonal trust can be biased by inducing either a more integrative or a more focused/exclusive cognitive control mode by means of a creativity task requiring divergent or convergent thinking, respectively. Participants then performed the trust game, which provides an index of interpersonal trust by assessing the money units one participant (the trustor) transfers to another (the trustee). As expected, trustors transferred significantly more money to trustees after engaging in divergent thinking as compared to convergent thinking. This observation provides support for the idea that interpersonal trust is controlled by domain-general (i.e., not socially dedicated) cognitive states.
Optimal Distinctiveness Signals Membership Trust.
Leonardelli, Geoffrey J; Loyd, Denise Lewin
2016-07-01
According to optimal distinctiveness theory, sufficiently small minority groups are associated with greater membership trust, even among members otherwise unknown, because the groups are seen as optimally distinctive. This article elaborates on the prediction's motivational and cognitive processes and tests whether sufficiently small minorities (defined by relative size; for example, 20%) are associated with greater membership trust relative to mere minorities (45%), and whether such trust is a function of optimal distinctiveness. Two experiments, examining observers' perceptions of minority and majority groups and using minimal groups and (in Experiment 2) a trust game, revealed greater membership trust in minorities than majorities. In Experiment 2, participants also preferred joining minorities over more powerful majorities. Both effects occurred only when minorities were 20% rather than 45%. In both studies, perceptions of optimal distinctiveness mediated effects. Discussion focuses on the value of relative size and optimal distinctiveness, and when membership trust manifests. © 2016 by the Society for Personality and Social Psychology, Inc.
Increasing interpersonal trust through divergent thinking
Sellaro, Roberta; Hommel, Bernhard; de Kwaadsteniet, Erik W.; van de Groep, Suzanne; Colzato, Lorenza S.
2014-01-01
Interpersonal trust is an essential ingredient of many social relationships but how stable is it actually, and how is it controlled? There is evidence that the degree of trust into others might be rather volatile and can be affected by manipulations like drawing attention to personal interdependence or independence. Here we investigated whether the degree of interpersonal trust can be biased by inducing either a more integrative or a more focused/exclusive cognitive control mode by means of a creativity task requiring divergent or convergent thinking, respectively. Participants then performed the trust game, which provides an index of interpersonal trust by assessing the money units one participant (the trustor) transfers to another (the trustee). As expected, trustors transferred significantly more money to trustees after engaging in divergent thinking as compared to convergent thinking. This observation provides support for the idea that interpersonal trust is controlled by domain-general (i.e., not socially dedicated) cognitive states. PMID:24936194
Drouvelis, Michalis; Powdthavee, Nattavudh
2017-01-01
What determines people’s moral judgments of selfish behaviors? Here we study whether people’s normative views in trust and gift exchange games, which underlie many situations of economic and social significance, are themselves functions of positive emotions. We use experimental survey methods to investigate the moral judgments of impartial observers empirically, and explore whether we could influence subsequent judgments by deliberately making some individuals happier. We find that moral judgments of selfish behaviors in the economic context depend strongly on the behavior of the interaction partner of the judged person, but their relationships are significantly moderated by an increase in happiness for the person making the judgment. PMID:28729964
Group decisions in biodiversity conservation: implications from game theory.
Frank, David M; Sarkar, Sahotra
2010-05-27
Decision analysis and game theory have proved useful tools in various biodiversity conservation planning and modeling contexts. This paper shows how game theory may be used to inform group decisions in biodiversity conservation scenarios by modeling conflicts between stakeholders to identify Pareto-inefficient Nash equilibria. These are cases in which each agent pursuing individual self-interest leads to a worse outcome for all, relative to other feasible outcomes. Three case studies from biodiversity conservation contexts showing this feature are modeled to demonstrate how game-theoretical representation can inform group decision-making. The mathematical theory of games is used to model three biodiversity conservation scenarios with Pareto-inefficient Nash equilibria: (i) a two-agent case involving wild dogs in South Africa; (ii) a three-agent raptor and grouse conservation scenario from the United Kingdom; and (iii) an n-agent fish and coral conservation scenario from the Philippines. In each case there is reason to believe that traditional mechanism-design solutions that appeal to material incentives may be inadequate, and the game-theoretical analysis recommends a resumption of further deliberation between agents and the initiation of trust--and confidence--building measures. Game theory can and should be used as a normative tool in biodiversity conservation contexts: identifying scenarios with Pareto-inefficient Nash equilibria enables constructive action in order to achieve (closer to) optimal conservation outcomes, whether by policy solutions based on mechanism design or otherwise. However, there is mounting evidence that formal mechanism-design solutions may backfire in certain cases. Such scenarios demand a return to group deliberation and the creation of reciprocal relationships of trust.
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2010-10-22
... that have been used for Class II Indian gaming, operational at the time of the application, on one property in Seneca County and one property in Cayuga County. The Class II Indian gaming on the Cayuga... address, phone number, e-mail address, or other personal identifying information in your comment, you...
Automated Intelligent Agents: Are They Trusted Members of Military Teams?
2008-12-01
computer -based team firefighting game (C3Fire). The order of presentation of the two trials (human – human vs. human – automation) was...agent. All teams played a computer -based team firefighting game (C3Fire). The order of presentation of the two trials (human – human vs. human...26 b. Participants’ Computer ..................27 C. VARIABLES .........................................27 1. Independent Variables
ERIC Educational Resources Information Center
Bell, Raoul; Buchner, Axel; Musch, Jochen
2010-01-01
A popular assumption in evolutionary psychology is that the human mind comprises specialized cognitive modules for social exchange, including a module that serves to enhance memory for faces of cheaters. In the present study, participants played a trust game with computerized opponents, who either defected or cooperated. In a control condition, no…
Epstein, Elizabeth G; Wolfe, Katherine
2016-11-01
The purpose of this study was to preliminarily evaluate ICU family members' trust and shared decision making using modified versions of the Wake Forest Trust Survey and the Shared Decision Making-9 Survey. Using a descriptive approach, the perceptions of family members of ICU patients (n=69) of trust and shared decision making were measured using the Wake Forest Trust Survey and the 9-item Shared Decision Making (SDM-9) Questionnaire. Both surveys were modified slightly to apply to family members of ICU patients and to include perceptions of nurses as well as physicians. Overall, family members reported high levels of trust and inclusion in decision making. Family members who lived with the patient had higher levels of trust than those who did not. Family members who reported strong agreement among other family about treatment decisions had higher levels of trust and higher SDM-9 scores than those who reported less family agreement. The modified surveys may be useful in evaluating family members' trust and shared decision making in ICU settings. Future studies should include development of a comprehensive patient-centered care framework that focuses on its central goal of maintaining provider-patient/family partnerships as an avenue toward effective shared decision making. Copyright © 2016 Elsevier Inc. All rights reserved.
Oxytocin Receptor Genetic Variation Promotes Human Trust Behavior
Krueger, Frank; Parasuraman, Raja; Iyengar, Vijeth; Thornburg, Matthew; Weel, Jaap; Lin, Mingkuan; Clarke, Ellen; McCabe, Kevin; Lipsky, Robert H.
2012-01-01
Given that human trust behavior is heritable and intranasal administration of oxytocin enhances trust, the oxytocin receptor (OXTR) gene is an excellent candidate to investigate genetic contributions to individual variations in trust behavior. Although a single-nucleotide polymorphism involving an adenine (A)/guanine (G) transition (rs53576) has been associated with socio-emotional phenotypes, its link to trust behavior is unclear. We combined genotyping of healthy male students (n = 108) with the administration of a trust game experiment. Our results show that a common occurring genetic variation (rs53576) in the OXTR gene is reliably associated with trust behavior rather than a general increase in trustworthy or risk behaviors. Individuals homozygous for the G allele (GG) showed higher trust behavior than individuals with A allele carriers (AA/AG). Although the molecular functionality of this polymorphism is still unknown, future research should clarify how the OXTR gene interacts with other genes and the environment in promoting socio-emotional behaviors. PMID:22347177
Personal Trust Increases Cooperation beyond General Trust
Acedo-Carmona, Cristina; Gomila, Antoni
2014-01-01
In this paper we present a new methodology which, while allowing for anonymous interaction, it also makes possible to compare decisions of cooperating or defecting when playing games within a group, according to whether or not players personally trust each other. The design thus goes beyond standard approaches to the role of trust in fostering cooperation, which is restricted to general trust. It also allows considering the role of the topology of the social network involved may play in the level of cooperation found. The results of this work support the idea that personal trust promotes cooperation beyond the level of general trust. We also found that this effect carries over to the whole group, making it more cohesive, but that higher levels of cohesion rely on a particular topology. As a conclusion, we hypothesize that personal trust is a psychological mechanism evolved to make human social life possible in the small groups our ancestors lived in, and that this mechanism persists and plays a role in sustaining cooperation and social cohesion. PMID:25144539
Predictable and predictive emotions: explaining cheap signals and trust re-extension
Schniter, Eric; Sheremeta, Roman M.
2014-01-01
Despite normative predictions from economics and biology, unrelated strangers will often develop the trust necessary to reap gains from one-shot economic exchange opportunities. This appears to be especially true when declared intentions and emotions can be cheaply communicated. Perhaps even more puzzling to economists and biologists is the observation that anonymous and unrelated individuals, known to have breached trust, often make effective use of cheap signals, such as promises and apologies, to encourage trust re-extension. We used a pair of trust games with one-way communication and an emotion survey to investigate the role of emotions in regulating the propensity to message, apologize, re-extend trust, and demonstrate trustworthiness. This design allowed us to observe the endogenous emergence and natural distribution of trust-relevant behaviors, remedial strategies used by promise-breakers, their effects on behavior, and subsequent outcomes. We found that emotions triggered by interaction outcomes are predictable and also predict subsequent apology and trust re-extension. The role of emotions in behavioral regulation helps explain why messages are produced, when they can be trusted, and when trust will be re-extended. PMID:25477797
Predictable and predictive emotions: explaining cheap signals and trust re-extension.
Schniter, Eric; Sheremeta, Roman M
2014-01-01
Despite normative predictions from economics and biology, unrelated strangers will often develop the trust necessary to reap gains from one-shot economic exchange opportunities. This appears to be especially true when declared intentions and emotions can be cheaply communicated. Perhaps even more puzzling to economists and biologists is the observation that anonymous and unrelated individuals, known to have breached trust, often make effective use of cheap signals, such as promises and apologies, to encourage trust re-extension. We used a pair of trust games with one-way communication and an emotion survey to investigate the role of emotions in regulating the propensity to message, apologize, re-extend trust, and demonstrate trustworthiness. This design allowed us to observe the endogenous emergence and natural distribution of trust-relevant behaviors, remedial strategies used by promise-breakers, their effects on behavior, and subsequent outcomes. We found that emotions triggered by interaction outcomes are predictable and also predict subsequent apology and trust re-extension. The role of emotions in behavioral regulation helps explain why messages are produced, when they can be trusted, and when trust will be re-extended.
Trust at zero acquaintance: more a matter of respect than expectation of reward.
Dunning, David; Anderson, Joanna E; Schlösser, Thomas; Ehlebracht, Daniel; Fetchenhauer, Detlef
2014-07-01
Trust is essential for a secure and flourishing social life, but many economic and philosophical approaches argue that rational people should never extend it, in particular to strangers they will never encounter again. Emerging data on the trust game, a laboratory economic exchange, suggests that people trust strangers excessively (i.e., far more than their tolerance for risk and cynical views of their peers should allow). What produces this puzzling "excess" of trust? We argue that people trust due to a norm mandating that they show respect for the other person's character, presuming the other person has sufficient integrity and goodwill even if they do not believe it privately. Six studies provided converging evidence that decisions to trust follow the logic of norms. Trusting others is what people think they should do, and the emotions associated with fulfilling a social duty or responsibility (e.g., guilt, anxiety) account for at least a significant proportion of the excessive trust observed. Regarding the specific norm in play, trust rates collapse when respect for the other person's character is eliminated as an issue.
Game Theory Meets Wireless Sensor Networks Security Requirements and Threats Mitigation: A Survey
Abdalzaher, Mohamed S.; Seddik, Karim; Elsabrouty, Maha; Muta, Osamu; Furukawa, Hiroshi; Abdel-Rahman, Adel
2016-01-01
We present a study of using game theory for protecting wireless sensor networks (WSNs) from selfish behavior or malicious nodes. Due to scalability, low complexity and disseminated nature of WSNs, malicious attacks can be modeled effectively using game theory. In this study, we survey the different game-theoretic defense strategies for WSNs. We present a taxonomy of the game theory approaches based on the nature of the attack, whether it is caused by an external attacker or it is the result of an internal node acting selfishly or maliciously. We also present a general trust model using game theory for decision making. We, finally, identify the significant role of evolutionary games for WSNs security against intelligent attacks; then, we list several prospect applications of game theory to enhance the data trustworthiness and node cooperation in different WSNs. PMID:27367700
Quasi-Equilibrium Pairs in Pursuit Games on a Cyclic Graph: Some Modified Cases
1989-05-01
CCS Research Report No. 627 QUASI-EQUILIBRIUM PAIRS IN PURSUIT GAMES ON A CYCLIC GRAPH: SOME MODIFIED CASES by A. Charnes D. Zhang i-0 00 CENTER FOR...CCS Research Report No. 627 QUASI-EQUILIBRIUM PAIRS IN PURSUIT GAMES ON A CYCLIC GRAPH: SOME MODIFIED CASES by A. Charnes D. Zhang May 1989 This...University of Texas at Austin Austin, Texas 78712-1177 II (512) 471-1821 APAWNJIZf ] ’ Api, k..s UsW , QUASI-EQUILIBRIUM PAIRS IN PURSUIT GAMES ON A
Redefining genomic privacy: trust and empowerment.
Erlich, Yaniv; Williams, James B; Glazer, David; Yocum, Kenneth; Farahany, Nita; Olson, Maynard; Narayanan, Arvind; Stein, Lincoln D; Witkowski, Jan A; Kain, Robert C
2014-11-01
Fulfilling the promise of the genetic revolution requires the analysis of large datasets containing information from thousands to millions of participants. However, sharing human genomic data requires protecting subjects from potential harm. Current models rely on de-identification techniques in which privacy versus data utility becomes a zero-sum game. Instead, we propose the use of trust-enabling techniques to create a solution in which researchers and participants both win. To do so we introduce three principles that facilitate trust in genetic research and outline one possible framework built upon those principles. Our hope is that such trust-centric frameworks provide a sustainable solution that reconciles genetic privacy with data sharing and facilitates genetic research.
Redefining Genomic Privacy: Trust and Empowerment
Erlich, Yaniv; Williams, James B.; Glazer, David; Yocum, Kenneth; Farahany, Nita; Olson, Maynard; Narayanan, Arvind; Stein, Lincoln D.; Witkowski, Jan A.; Kain, Robert C.
2014-01-01
Fulfilling the promise of the genetic revolution requires the analysis of large datasets containing information from thousands to millions of participants. However, sharing human genomic data requires protecting subjects from potential harm. Current models rely on de-identification techniques in which privacy versus data utility becomes a zero-sum game. Instead, we propose the use of trust-enabling techniques to create a solution in which researchers and participants both win. To do so we introduce three principles that facilitate trust in genetic research and outline one possible framework built upon those principles. Our hope is that such trust-centric frameworks provide a sustainable solution that reconciles genetic privacy with data sharing and facilitates genetic research. PMID:25369215
The dynamics of shared leadership: building trust and enhancing performance.
Drescher, Marcus A; Korsgaard, M Audrey; Welpe, Isabell M; Picot, Arnold; Wigand, Rolf T
2014-09-01
In this study, we examined how the dynamics of shared leadership are related to group performance. We propose that, over time, the expansion of shared leadership within groups is related to growth in group trust. In turn, growth in group trust is related to performance improvement. Longitudinal data from 142 groups engaged in a strategic simulation game over a 4-month period provide support for positive changes in trust mediating the relationship between positive changes in shared leadership and positive changes in performance. Our findings contribute to the literature on shared leadership and group dynamics by demonstrating how the growth in shared leadership contributes to the emergence of trust and a positive performance trend over time. PsycINFO Database Record (c) 2014 APA, all rights reserved.
Wu, Chien-Te; Fan, Yang-Teng; Du, Ye-Rong; Yang, Tien-Tun; Liu, Ho-Ling; Yen, Nai-Shing; Chen, Shu-Heng; Hsung, Ray-May
2018-01-01
Trust is essential for mutually beneficial human interactions in economic exchange and politics and people's social identities notably have dramatic effects on trust behaviors toward others. Previous literature concerning social identities generally suggests that people tend to show in-group favoritism toward members who share the same identity. However, how our brains process signals of identity while facing uncertain situations in interpersonal interactions remains largely unclear. To address this issue, we performed an fMRI experiment with 54 healthy adults who belonged to two identity groups of opposing political orientations. The identity information of participants was extracted from a large-scale social survey on the 2012 Taiwan presidential election. Accordingly, participants were categorized as either the Kuomintang (KMT) or the Democratic Progressive Party (DPP) supporters. During the experiment, participants played trust games with computer agents with labels of the same or the opposing political identity. Interestingly, our results suggest that the behaviors of the two groups cannot be equally attributed to in-group favoritism. Behaviorally, only the DPP supporter group showed a significant trust preference toward in-group members, which did not hold for the KMT supporter group. Consistently, neurophysiological findings further revealed that only the DPP supporter group showed neuronal responses to both unexpected negative feedback from in-group members in anterior insula, temporoparietal junction, and dorsal lateral prefrontal cortex, as well as to unexpected rewards from out-group members in caudate. These findings therefore suggest that acquired identities play a more complex role in modulating people's social expectation in interpersonal trust behaviors under identity-relevant contexts.
Maurer, Cornelius; Chambon, Valerian; Bourgeois-Gironde, Sacha; Leboyer, Marion; Zalla, Tiziana
2018-03-01
The present study was designed to investigate the effects of reputational priors and direct reciprocity on the dynamics of trust building in adults with (N = 17) and without (N = 25) autism spectrum disorder (ASD) using a multi-round Trust Game (MTG). On each round, participants, who played as investors, were required to maximize their benefits by updating their prior expectations (the partner's positive or negative reputation), based on the partner's directed reciprocity, and adjusting their own investment decisions accordingly. Results showed that reputational priors strongly oriented the initial decision to trust, operationalized as the amount of investment the investor shares with the counterpart. However, while typically developed participants were mainly affected by the direct reciprocity, and rapidly adopted the optimal Tit-for-Tat strategy, participants with ASD continued to rely on reputational priors throughout the game, even when experience of the counterpart's actual behavior contradicted their prior-based expectations. In participants with ASD, the effect of the reputational prior never disappeared, and affected judgments of trustworthiness and reciprocity of the partner even after completion of the game. Moreover, the weight of prior reputation positively correlated with the severity of the ASD participant's social impairments while the reciprocity score negatively correlated with the severity of repetitive and stereotyped behaviors, as measured by the Autism Diagnostic Interview-Revised (ADI-R). In line with Bayesian theoretical accounts, the present findings indicate that individuals with ASD have difficulties encoding incoming social information and using it to revise and flexibly update prior social expectations, and that this deficit might severely hinder social learning and everyday life interactions. Copyright © 2017 Elsevier B.V. All rights reserved.
An Optimal Method for Detecting Internal and External Intrusion in MANET
NASA Astrophysics Data System (ADS)
Rafsanjani, Marjan Kuchaki; Aliahmadipour, Laya; Javidi, Mohammad M.
Mobile Ad hoc Network (MANET) is formed by a set of mobile hosts which communicate among themselves through radio waves. The hosts establish infrastructure and cooperate to forward data in a multi-hop fashion without a central administration. Due to their communication type and resources constraint, MANETs are vulnerable to diverse types of attacks and intrusions. In this paper, we proposed a method for prevention internal intruder and detection external intruder by using game theory in mobile ad hoc network. One optimal solution for reducing the resource consumption of detection external intruder is to elect a leader for each cluster to provide intrusion service to other nodes in the its cluster, we call this mode moderate mode. Moderate mode is only suitable when the probability of attack is low. Once the probability of attack is high, victim nodes should launch their own IDS to detect and thwart intrusions and we call robust mode. In this paper leader should not be malicious or selfish node and must detect external intrusion in its cluster with minimum cost. Our proposed method has three steps: the first step building trust relationship between nodes and estimation trust value for each node to prevent internal intrusion. In the second step we propose an optimal method for leader election by using trust value; and in the third step, finding the threshold value for notifying the victim node to launch its IDS once the probability of attack exceeds that value. In first and third step we apply Bayesian game theory. Our method due to using game theory, trust value and honest leader can effectively improve the network security, performance and reduce resource consumption.
25 CFR 292.9 - How does a tribe show that it lost its government-to-government relationship?
Code of Federal Regulations, 2010 CFR
2010-04-01
... 25 Indians 1 2010-04-01 2010-04-01 false How does a tribe show that it lost its government-to-government relationship? 292.9 Section 292.9 Indians BUREAU OF INDIAN AFFAIRS, DEPARTMENT OF THE INTERIOR ECONOMIC ENTERPRISES GAMING ON TRUST LANDS ACQUIRED AFTER OCTOBER 17, 1988 Exceptions to Prohibitions on Gaming on Newly Acquired Lands Restored...
Effects of adaptive degrees of trust on coevolution of quantum strategies on scale-free networks.
Li, Qiang; Chen, Minyou; Perc, Matjaž; Iqbal, Azhar; Abbott, Derek
2013-10-15
We study the impact of adaptive degrees of trust on the evolution of cooperation in the quantum prisoner's dilemma game. In addition to the strategies, links between players are also subject to evolution. Starting with a scale-free interaction network, players adjust trust towards their neighbors based on received payoffs. The latter governs the strategy adoption process, while trust governs the rewiring of links. As soon as the degree of trust towards a neighbor drops to zero, the link is rewired to another randomly chosen player within the network. We find that for small temptations to defect cooperators always dominate, while for intermediate and strong temptations a single quantum strategy is able to outperform all other strategies. In general, reciprocal trust remains within close relationships and favors the dominance of a single strategy. Due to coevolution, the power-law degree distributions transform to Poisson distributions.
Effects of adaptive degrees of trust on coevolution of quantum strategies on scale-free networks
NASA Astrophysics Data System (ADS)
Li, Qiang; Chen, Minyou; Perc, Matjaž; Iqbal, Azhar; Abbott, Derek
2013-10-01
We study the impact of adaptive degrees of trust on the evolution of cooperation in the quantum prisoner's dilemma game. In addition to the strategies, links between players are also subject to evolution. Starting with a scale-free interaction network, players adjust trust towards their neighbors based on received payoffs. The latter governs the strategy adoption process, while trust governs the rewiring of links. As soon as the degree of trust towards a neighbor drops to zero, the link is rewired to another randomly chosen player within the network. We find that for small temptations to defect cooperators always dominate, while for intermediate and strong temptations a single quantum strategy is able to outperform all other strategies. In general, reciprocal trust remains within close relationships and favors the dominance of a single strategy. Due to coevolution, the power-law degree distributions transform to Poisson distributions.
Rezlescu, Constantin; Duchaine, Brad; Olivola, Christopher Y; Chater, Nick
2012-01-01
Many human interactions are built on trust, so widespread confidence in first impressions generally favors individuals with trustworthy-looking appearances. However, few studies have explicitly examined: 1) the contribution of unfakeable facial features to trust-based decisions, and 2) how these cues are integrated with information about past behavior. Using highly controlled stimuli and an improved experimental procedure, we show that unfakeable facial features associated with the appearance of trustworthiness attract higher investments in trust games. The facial trustworthiness premium is large for decisions based solely on faces, with trustworthy identities attracting 42% more money (Study 1), and remains significant though reduced to 6% when reputational information is also available (Study 2). The face trustworthiness premium persists with real (rather than virtual) currency and when higher payoffs are at stake (Study 3). Our results demonstrate that cooperation may be affected not only by controllable appearance cues (e.g., clothing, facial expressions) as shown previously, but also by features that are impossible to mimic (e.g., individual facial structure). This unfakeable face trustworthiness effect is not limited to the rare situations where people lack any information about their partners, but survives in richer environments where relevant details about partner past behavior are available.
Rezlescu, Constantin; Duchaine, Brad; Olivola, Christopher Y.; Chater, Nick
2012-01-01
Background Many human interactions are built on trust, so widespread confidence in first impressions generally favors individuals with trustworthy-looking appearances. However, few studies have explicitly examined: 1) the contribution of unfakeable facial features to trust-based decisions, and 2) how these cues are integrated with information about past behavior. Methodology/Principal Findings Using highly controlled stimuli and an improved experimental procedure, we show that unfakeable facial features associated with the appearance of trustworthiness attract higher investments in trust games. The facial trustworthiness premium is large for decisions based solely on faces, with trustworthy identities attracting 42% more money (Study 1), and remains significant though reduced to 6% when reputational information is also available (Study 2). The face trustworthiness premium persists with real (rather than virtual) currency and when higher payoffs are at stake (Study 3). Conclusions/Significance Our results demonstrate that cooperation may be affected not only by controllable appearance cues (e.g., clothing, facial expressions) as shown previously, but also by features that are impossible to mimic (e.g., individual facial structure). This unfakeable face trustworthiness effect is not limited to the rare situations where people lack any information about their partners, but survives in richer environments where relevant details about partner past behavior are available. PMID:22470553
King, Daniel L; Kaptsis, Dean; Delfabbro, Paul H; Gradisar, Michael
2017-12-01
This pilot study tested the efficacy of a voluntary 84-hour abstinence protocol for modifying problematic Internet gaming cognitions and behaviors METHOD: Twenty-four adults from online gaming communities, including 9 individuals who screened positively for Internet gaming disorder (IGD), abstained from Internet games for 84 hours. Surveys were collected at baseline, at daily intervals during abstinence, and at 7-day and 28-day follow-up RESULTS: Brief voluntary abstinence was successful in reducing hours of gaming, maladaptive gaming cognitions, and IGD symptoms. Abstinence was highly acceptable to participants with total compliance and no study attrition. Clinically significant improvement in IGD symptoms occurred in 75% of the IGD group at 28-day follow-up. Reliable improvement in maladaptive gaming cognitions occurred in 63% of the IGD group, whose cognition score reduced by 50% and was comparable to the non-IGD group at 28-day follow-up CONCLUSIONS: Despite limitations of sample size, this study provides promising support for brief abstinence as a simple, practical, and cost-effective treatment technique for modifying unhelpful gaming cognitions and reducing Internet gaming problems. © 2017 Wiley Periodicals, Inc.
Li, Diandian; Meng, Liang; Ma, Qingguo
2017-01-01
Trust and trustworthiness contribute to reciprocal behavior and social relationship development. To make better decisions, people need to evaluate others' trustworthiness. They often assess this kind of reputation by learning through repeated social interactions. The present event-related potential (ERP) study explored the reputation learning process in a repeated trust game where subjects made multi-round decisions of investment to different partners. We found that subjects gradually learned to discriminate trustworthy partners from untrustworthy ones based on how often their partners reciprocated the investment, which was indicated by their own investment decisions. Besides, electrophysiological data showed that the faces of the untrustworthy partners induced larger feedback negativity (FN) amplitude than those of the trustworthy partners, but only in the late phase of the game. The ERP results corresponded with the behavioral pattern and revealed that the learned trustworthiness differentiation was coded by the cue-elicited FN component. Consistent with previous research, our findings suggest that the anterior cue-elicited FN reflects the reputation appraisal and tracks the reputation learning process in social interactions.
The effect of social categorization on trust decisions in a trust game paradigm
Cañadas, Elena; Rodríguez-Bailón, Rosa; Lupiáñez, Juan
2015-01-01
This study investigates whether participants use categorical or individual knowledge about others in order to make cooperative decisions in an adaptation of the trust game paradigm. Concretely, participants had to choose whether to cooperate or not with black and white unknown partners as a function of expected partners’ reciprocity rates. Reciprocity rates were manipulated by associating three out of four members of an ethnic group (blacks or whites consistent members) with high (or low) reciprocity rates, while the remaining member of the ethnic group is associated with the reciprocity of the other ethnic group (inconsistent member). Results show opposite performance’s patterns for white and black partners. Participants seemed to categorize white partners, by making the same cooperation decision with all the partners, that is, they cooperated equally with consistent and inconsistent white partners. However, this effect was not found for black partners, suggesting a tendency to individuate them. Results are discussed in light of the implications of these categorization-individuation processes for intergroup relations and cooperative economic behavior. PMID:26528221
Past experience, 'shadow of the future', and patient trust: a cross-sectional survey.
Tarrant, Carolyn; Colman, Andrew M; Stokes, Tim
2008-11-01
Recent changes to the organisation and delivery of primary care in the UK have the potential to reduce continuity of care markedly, but it is not clear how this will have an impact on patient trust. This study aims to test the associations between specific aspects of continuity in the GP-patient relationship, and patient trust, informed by the theoretical framework of behavioural game theory. A cross-sectional survey of patients in three Leicestershire general practices was conducted. Regression analysis showed that ratings of the GP's interpersonal care, past experience of cooperation, and expectation of continuing care from the GP were all independent predictors of patient trust. These findings highlight the value of longitudinal aspects of the GP-patient relationship.
Wu, Chien-Te; Fan, Yang-Teng; Du, Ye-Rong; Yang, Tien-Tun; Liu, Ho-Ling; Yen, Nai-Shing; Chen, Shu-Heng; Hsung, Ray-May
2018-01-01
Trust is essential for mutually beneficial human interactions in economic exchange and politics and people’s social identities notably have dramatic effects on trust behaviors toward others. Previous literature concerning social identities generally suggests that people tend to show in-group favoritism toward members who share the same identity. However, how our brains process signals of identity while facing uncertain situations in interpersonal interactions remains largely unclear. To address this issue, we performed an fMRI experiment with 54 healthy adults who belonged to two identity groups of opposing political orientations. The identity information of participants was extracted from a large-scale social survey on the 2012 Taiwan presidential election. Accordingly, participants were categorized as either the Kuomintang (KMT) or the Democratic Progressive Party (DPP) supporters. During the experiment, participants played trust games with computer agents with labels of the same or the opposing political identity. Interestingly, our results suggest that the behaviors of the two groups cannot be equally attributed to in-group favoritism. Behaviorally, only the DPP supporter group showed a significant trust preference toward in-group members, which did not hold for the KMT supporter group. Consistently, neurophysiological findings further revealed that only the DPP supporter group showed neuronal responses to both unexpected negative feedback from in-group members in anterior insula, temporoparietal junction, and dorsal lateral prefrontal cortex, as well as to unexpected rewards from out-group members in caudate. These findings therefore suggest that acquired identities play a more complex role in modulating people’s social expectation in interpersonal trust behaviors under identity-relevant contexts. PMID:29456496
Trust and social reciprocity in adolescence--a matter of perspective-taking.
Fett, Anne-Kathrin J; Shergill, Sukhi S; Gromann, Paula M; Dumontheil, Iroise; Blakemore, Sarah-Jayne; Yakub, Farah; Krabbendam, Lydia
2014-02-01
Changes in social behaviour from childhood to adulthood have been suggested to be driven by an increased sensitivity to others' perspectives. Yet, the link between perspective-taking and social processes, such as trust and reciprocity, has rarely been investigated during adolescence. Using two trust games with a cooperative and an unfair counterpart and an online perspective-taking task with 50 adolescents, we show that those with a higher perspective-taking tendency demonstrate greater trust towards others and higher levels of trust during cooperative interactions. Both low and high perspective-takers adapted their levels of trust in response to unfair behaviour. However, high perspective-takers reduced their trust more drastically and showed more malevolent and less benevolent tit-for-tat when they were treated unfairly by their counterpart. The findings suggest that a higher perspective-taking tendency in adolescence is associated with specific mechanisms of trust and reciprocity, as opposed to undifferentiated increases in positive social behaviour towards others. Copyright © 2013 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.
17 CFR 210.3-15 - Special provisions as to real estate investment trusts.
Code of Federal Regulations, 2013 CFR
2013-04-01
... provisions as to real estate investment trusts. (a)(1) The income statement prepared pursuant to § 210.5-03....3-04 shall be modified similarly. (b) The trust's status as a real estate investment trust under... estate investment trusts. 210.3-15 Section 210.3-15 Commodity and Securities Exchanges SECURITIES AND...
17 CFR 210.3-15 - Special provisions as to real estate investment trusts.
Code of Federal Regulations, 2012 CFR
2012-04-01
... provisions as to real estate investment trusts. (a)(1) The income statement prepared pursuant to § 210.5-03....3-04 shall be modified similarly. (b) The trust's status as a real estate investment trust under... estate investment trusts. 210.3-15 Section 210.3-15 Commodity and Securities Exchanges SECURITIES AND...
17 CFR 210.3-15 - Special provisions as to real estate investment trusts.
Code of Federal Regulations, 2014 CFR
2014-04-01
... provisions as to real estate investment trusts. (a)(1) The income statement prepared pursuant to § 210.5-03....3-04 shall be modified similarly. (b) The trust's status as a real estate investment trust under... estate investment trusts. 210.3-15 Section 210.3-15 Commodity and Securities Exchanges SECURITIES AND...
Apicella, Coren L.; Cesarini, David; Johannesson, Magnus; Dawes, Christopher T.; Lichtenstein, Paul; Wallace, Björn; Beauchamp, Jonathan; Westberg, Lars
2010-01-01
Background Oxytocin (OXT) has been implicated in a suite of complex social behaviors including observed choices in economic laboratory experiments. However, actual studies of associations between oxytocin receptor (OXTR) gene variants and experimentally elicited social preferences are rare. Methodology/Principal Findings We test hypotheses of associations between social preferences, as measured by behavior in two economic games, and 9 single nucleotide polymorphisms (SNPs) of the OXTR gene in a sample of Swedish twins (n = 684). Two standard economic games, the dictator game and the trust game, both involving real monetary consequences, were used to elicit such preferences. After correction for multiple hypothesis testing, we found no significant associations between any of the 9 single nucleotide polymorphisms (SNPs) and behavior in either of the games. Conclusion We were unable to replicate the most significant association reported in previous research between the amount donated in a dictator game and an OXTR genetic variant. PMID:20585395
Apicella, Coren L; Cesarini, David; Johannesson, Magnus; Dawes, Christopher T; Lichtenstein, Paul; Wallace, Björn; Beauchamp, Jonathan; Westberg, Lars
2010-06-16
Oxytocin (OXT) has been implicated in a suite of complex social behaviors including observed choices in economic laboratory experiments. However, actual studies of associations between oxytocin receptor (OXTR) gene variants and experimentally elicited social preferences are rare. We test hypotheses of associations between social preferences, as measured by behavior in two economic games, and 9 single nucleotide polymorphisms (SNPs) of the OXTR gene in a sample of Swedish twins (n = 684). Two standard economic games, the dictator game and the trust game, both involving real monetary consequences, were used to elicit such preferences. After correction for multiple hypothesis testing, we found no significant associations between any of the 9 single nucleotide polymorphisms (SNPs) and behavior in either of the games. We were unable to replicate the most significant association reported in previous research between the amount donated in a dictator game and an OXTR genetic variant.
Strong quantum solutions in conflicting-interest Bayesian games
NASA Astrophysics Data System (ADS)
Rai, Ashutosh; Paul, Goutam
2017-10-01
Quantum entanglement has been recently demonstrated as a useful resource in conflicting-interest games of incomplete information between two players, Alice and Bob [Pappa et al., Phys. Rev. Lett. 114, 020401 (2015), 10.1103/PhysRevLett.114.020401]. The general setting for such games is that of correlated strategies where the correlation between competing players is established through a trusted common adviser; however, players need not reveal their input to the adviser. So far, the quantum advantage in such games has been revealed in a restricted sense. Given a quantum correlated equilibrium strategy, one of the players can still receive a higher than quantum average payoff with some classically correlated equilibrium strategy. In this work, by considering a class of asymmetric Bayesian games, we show the existence of games with quantum correlated equilibrium where the average payoff of both the players exceeds the respective individual maximum for each player over all classically correlated equilibriums.
Only the carrot, not the stick: incorporating trust into the enforcement of regulation.
Mendoza, Juan P; Wielhouwer, Jacco L
2015-01-01
New enforcement strategies allow agents to gain the regulator's trust and consequently face a lower audit probability. Prior research suggests that, in order to prevent lower compliance, a reduction in the audit probability (the "carrot") must be compensated with the introduction of a higher penalty for non-compliance (the "stick"). However, such carrot-and-stick strategies reflect neither the concept of trust nor the strategies observed in practice. In response to this, we define trust-based regulation as a strategy that incorporates rules that allow trust to develop, and using a generic (non-cooperative) game of tax compliance, we examine whether trust-based regulation is feasible (i.e., whether, in equilibrium, a reduction in the audit probability, without ever increasing the penalty for non-compliance, does not lead to reduced compliance). The model shows that trust-based regulation is feasible when the agent sufficiently values the future. In line with the concept of trust, this strategy is feasible when the regulator is uncertain about the agent's intentions. Moreover, the model shows that (i) introducing higher penalties makes trust-based regulation less feasible, and (ii) combining trust and forgiveness can lead to a lower audit probability for both trusted and distrusted agents. Policy recommendations often point toward increasing deterrence. This model shows that the opposite can be optimal.
Oxytocin makes females, but not males, less forgiving following betrayal of trust.
Yao, Shuxia; Zhao, Weihua; Cheng, Rui; Geng, Yayuan; Luo, Lizhu; Kendrick, Keith M
2014-11-01
Although oxytocin has been shown to enhance trust behavior, to date no study has directly established whether oxytocin can modulate the effect of repair strategies on restoring damaged trust. In the current double-blind, between-subjects, placebo-controlled design study, two repair strategies were used to examine the effect of intranasal oxytocin administration on modulating trust restoration in a revised trust game. The results showed that although oxytocin had no overall effect on modulating trust restoration, it did have a significant gender specific effect. Female subjects showed less evidence for trust repair in the oxytocin compared with the placebo treatment group. This suggests that oxytocin may make female subjects exhibit more punitive behavior towards partners who violate their trust and less sensitive to repair strategies provided by them. Interestingly, this gender specific effect was more evident in the context of attempted trust repair using financial compensation. However, it also extended to both apology alone and no compensation conditions, but not to the fair one, in females exhibiting high trait forgiveness. Thus females with a more forgiving attitude towards betrayal may actually be more likely to punish betrayal following oxytocin treatment.
Qi, Yue; Li, Qi; Du, Feng
2018-01-01
In the era of globalization, people meet strangers from different countries more often than ever. Previous research indicates that impressions of trustworthiness based on facial appearance play an important role in interpersonal cooperation behaviors. The current study examined whether additional information about socioeconomic status (SES), including national prosperity and individual monthly income, affects facial judgments and appearance-based trust decisions. Besides reproducing previous conclusions that trustworthy faces receive more money than untrustworthy faces, the present study showed that high-income individuals were judged as more trustworthy than low-income individuals, and also were given more money in a trust game. However, trust behaviors were not modulated by the nationality of the faces. The present research suggests that people are more likely to trust strangers with a high income, compared with individuals with a low income.
Batter's Choice: Lessons for Teaching Tactics in a Modified Striking/Fielding Game
ERIC Educational Resources Information Center
Sinclair, Christina
2004-01-01
When played in their standard form, striking/fielding games are often a favorite among elementary students; yet they allow for only limited participation, which is contradictory to quality physical education. This article presents a sequence of lessons leading to Batter's Choice, a modified striking/fielding game, designed to maximize the…
Prisoner's dilemma on scale-free networks
NASA Astrophysics Data System (ADS)
Gallos, Lazaros
2005-07-01
In this work, we study via computer simulations the spatial prisoner's dilemma (PD) game for the general case where the distribution of the connections between the individuals playing the game obeys a power law. This distribution has been shown to describe many aspects of social acquaintances, while the PD game is a powerful tool for studying mutual trust and cooperation among individuals. We study this model under different conditions, such as varying degree of connectivity and payoff value. Depending on the exact conditions of the game, we observe a plethora of behaviors for the percentage of cooperating agents. For example, the same network may settle in an equilibrium configuration of either low or high percentage of cooperators, or induce a transition between these two regimes.
The Handicap Principle for Trust in Computer Security, the Semantic Web and Social Networking
NASA Astrophysics Data System (ADS)
Ma, Zhanshan (Sam); Krings, Axel W.; Hung, Chih-Cheng
Communication is a fundamental function of life, and it exists in almost all living things: from single-cell bacteria to human beings. Communication, together with competition and cooperation,arethree fundamental processes in nature. Computer scientists are familiar with the study of competition or 'struggle for life' through Darwin's evolutionary theory, or even evolutionary computing. They may be equally familiar with the study of cooperation or altruism through the Prisoner's Dilemma (PD) game. However, they are likely to be less familiar with the theory of animal communication. The objective of this article is three-fold: (i) To suggest that the study of animal communication, especially the honesty (reliability) of animal communication, in which some significant advances in behavioral biology have been achieved in the last three decades, should be on the verge to spawn important cross-disciplinary research similar to that generated by the study of cooperation with the PD game. One of the far-reaching advances in the field is marked by the publication of "The Handicap Principle: a Missing Piece of Darwin's Puzzle" by Zahavi (1997). The 'Handicap' principle [34][35], which states that communication signals must be costly in some proper way to be reliable (honest), is best elucidated with evolutionary games, e.g., Sir Philip Sidney (SPS) game [23]. Accordingly, we suggest that the Handicap principle may serve as a fundamental paradigm for trust research in computer science. (ii) To suggest to computer scientists that their expertise in modeling computer networks may help behavioral biologists in their study of the reliability of animal communication networks. This is largely due to the historical reason that, until the last decade, animal communication was studied with the dyadic paradigm (sender-receiver) rather than with the network paradigm. (iii) To pose several open questions, the answers to which may bear some refreshing insights to trust research in computer science, especially secure and resilient computing, the semantic web, and social networking. One important thread unifying the three aspects is the evolutionary game theory modeling or its extensions with survival analysis and agreement algorithms [19][20], which offer powerful game models for describing time-, space-, and covariate-dependent frailty (uncertainty and vulnerability) and deception (honesty).
Learning to trust: trust and attachment in early psychosis.
Fett, A-K J; Shergill, S S; Korver-Nieberg, N; Yakub, F; Gromann, P M; Krabbendam, L
2016-05-01
Distrust and social dysfunction are characteristic in psychosis and may arise from attachment insecurity, which is elevated in the disorder. The relationship between trust and attachment in the early stages of psychosis is unknown, yet could help to understand interpersonal difficulties and disease progression. This study aimed to investigate whether trust is reduced in patients with early psychosis and whether this is accounted for by attachment avoidance and attachment anxiety. We used two trust games with a cooperative and unfair partner in a sample of 39 adolescents with early psychosis and 100 healthy controls. Patients had higher levels of attachment anxiety, but the groups did not differ in attachment avoidance. Basic trust was lower in patients than controls, as indicated by lower initial investments. During cooperation patients increased their trust towards levels of controls, i.e. they were able to learn and to override initial suspiciousness. Patients decreased their trust less than controls during unfair interactions. Anxious attachment was associated with higher basic trust and higher trust during unfair interactions and predicted trust independent of group status. Discussion Patients showed decreased basic trust but were able to learn from the trustworthy behaviour of their counterpart. Worries about the acceptance by others and low self-esteem are associated with psychosis and attachment anxiety and may explain behaviour that is focused on conciliation, rather than self-protection.
25 CFR 292.19 - How will the Regional Director conduct the consultation process?
Code of Federal Regulations, 2010 CFR
2010-04-01
... ENTERPRISES GAMING ON TRUST LANDS ACQUIRED AFTER OCTOBER 17, 1988 Secretarial Determination and Governor's... comments. (e) On written request from the applicant tribe, the Regional Director may extend the 60-day...
Between self-interest and reciprocity: the social bright side of self-control failure.
Halali, Eliran; Bereby-Meyer, Yoella; Meiran, Nachshon
2014-04-01
Despite the importance of reciprocity in many areas of social life, little is known about possible factors affecting it and its interplay with the self-interest motive to maximize one's own gains. In this study, we examined the role of cognitive control in reciprocal behavior to determine whether it is a deliberate and controlled act or whether the behavior is evoked automatically. In Experiment 1, depletion of cognitive control resources increased the rate of rejected unfair offers in the ultimatum game despite associated financial loss. In Experiments 2A and 2B, using 2 depletion manipulations, we extended these results and showed that depleted participants returned more money in response to highly trusting investments during the trust game. These results suggest that reciprocity considerations are actively suppressed when attempting to maximize one's own gains. When cognitive control is limited, this suppression becomes difficult, and consequently reciprocity considerations prevail.
Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games
NASA Astrophysics Data System (ADS)
Korsgaard, M. Audrey; Picot, Arnold; Wigand, Rolf T.; Welpe, Isabelle M.; Assmann, Jakob J.
This chapter considers fundamental concepts of effective virtual teams, illustrated by research on Travian, a massively multiplayer online strategy game wherein players seek to build empires. Team inputs are the resources that enable individuals to work interdependently toward a common goal, including individual and collective capabilities, shared knowledge structures, and leadership style. Team processes, notably coordination and cooperation, transform team inputs to desired collective outcomes. Because the members of virtual teams are geographically dispersed, relying on information and communication technology, three theories are especially relevant for understanding how they can function effectively: social presence theory, media richness theory, and media synchronicity theory. Research in settings like Travian can inform our understanding of structures, processes, and performance of virtual teams. Such research could provide valuable insight into the emergence and persistence of trust and cooperation, as well as the impact of different communication media for coordination and information management in virtual organizations.
Ong, Desmond C; Zaki, Jamil; Gruber, June
2017-01-01
Mood disorders impact social functioning, but might contribute to experiences-like affective distress-that might result in increased cooperative behavior under certain circumstances. We recruited participants with a history of bipolar I disorder (n = 28), major depressive disorder (n = 30), and healthy controls (n = 27)-to play a well-validated behavioral economic Trust Game, a task that provides a well-controlled experimental scenario, to measure cooperative behavior for the first time across both groups. Both remitted mood-disordered groups cooperated significantly more than the control group, but did not differ from one another. These results suggest that, in some contexts, a history of mood disturbance can produce enhanced cooperation, even in the absence of current mood symptoms. We discuss the clinical significance of enhanced cooperation in mood disorders and point to key directions for future research. (PsycINFO Database Record (c) 2017 APA, all rights reserved).
The Modified Values Auction: A Data Analytic Classroom Game
ERIC Educational Resources Information Center
Miller, Larry D.
1978-01-01
Describes a modified values auction simulation game, reports on three levels of analysis employing actual classroom data (group, subgroup, and individual), and offers suggestions for utilizing values data in social research. (CMV)
Only the Carrot, Not the Stick: Incorporating Trust into the Enforcement of Regulation
Mendoza, Juan P.; Wielhouwer, Jacco L.
2015-01-01
New enforcement strategies allow agents to gain the regulator’s trust and consequently face a lower audit probability. Prior research suggests that, in order to prevent lower compliance, a reduction in the audit probability (the “carrot”) must be compensated with the introduction of a higher penalty for non-compliance (the “stick”). However, such carrot-and-stick strategies reflect neither the concept of trust nor the strategies observed in practice. In response to this, we define trust-based regulation as a strategy that incorporates rules that allow trust to develop, and using a generic (non-cooperative) game of tax compliance, we examine whether trust-based regulation is feasible (i.e., whether, in equilibrium, a reduction in the audit probability, without ever increasing the penalty for non-compliance, does not lead to reduced compliance). The model shows that trust-based regulation is feasible when the agent sufficiently values the future. In line with the concept of trust, this strategy is feasible when the regulator is uncertain about the agent’s intentions. Moreover, the model shows that (i) introducing higher penalties makes trust-based regulation less feasible, and (ii) combining trust and forgiveness can lead to a lower audit probability for both trusted and distrusted agents. Policy recommendations often point toward increasing deterrence. This model shows that the opposite can be optimal. PMID:25705898
ERIC Educational Resources Information Center
Frank, Roger
1978-01-01
An art teacher paired off his elementary classes and had one team member lead the other blindfolded through an obstacle course with a jungle theme. Students then painted their impressions. The object was to foster imagination and to build trust between partners. (SJL)
Tennis Coaching: Applying the Game Sense Approach
ERIC Educational Resources Information Center
Pill, Shane; Hewitt, Mitchell
2017-01-01
This article demonstrates the game sense approach for teaching tennis to novice players. In a game sense approach, learning is positioned within modified games to emphasize the way rules shape game behavior, tactical awareness, decision-making and the development of contextualized stroke mechanics.
The Long War and America’s Relationship With Its Military
2008-03-23
and synagogues and mosques, going to movies and to baseball games …..that is the ultimate repudiation of terrorism. —George W. Bush1 Contrast this...particularly the U.S., has been re- defining the rules of the game in terms of protection of individual rights, preservation of American values, and...J. Astore, “In the Military We Trust,” Salon , 11 February, 2008, available from http://www.salon.com/opinion/feature/2008/02/11/american_military
Airport and airway trust fund issues in the 106th Congress
DOT National Transportation Integrated Search
2000-11-02
Legislation that modifies the budget treatment of the airport and airway trust fund (aviation trust fund) was reported from Conference Committee and passed by the Senate on March 8, 2000. The House is expected to take up this legislation, the Wendell...
Haesevoets, Tessa; De Cremer, David; Van Hiel, Alain; Van Overwalle, Frank
2018-05-01
Norm violations are ubiquitous in organizations and often result in tangible harm and a loss of trust. One possible response to enhance trust involves the provision of financial compensation. Unfortunately, little is known about the processes that underlie the effect of such a tangible response to increase trust. We employed techniques in cognitive neuroscience (functional magnetic resonance imaging) to examine these processes. Participants placed in the scanner played the role of recipient in a series of dictator games with different allocators who (unknown to them) were preprogrammed. An unequal division of resources was used as a norm violation that resulted in a financial loss. Afterward the inflicted harm was restored through equal financial compensation. Our neuroimaging data indicate that financial compensation activates forgiveness-related brain areas and that this activation mediates the positive effect of financial compensation on trust. We discuss the theoretical and managerial implications of using tangible responses to increase trust in organizational settings. (PsycINFO Database Record (c) 2018 APA, all rights reserved).
A question of scent: lavender aroma promotes interpersonal trust
Sellaro, Roberta; van Dijk, Wilco W.; Paccani, Claudia Rossi; Hommel, Bernhard; Colzato, Lorenza S.
2015-01-01
A previous study has shown that the degree of trust into others might be biased by inducing either a more “inclusive” or a more “exclusive” cognitive-control mode. Here, we investigated whether the degree of interpersonal trust can be biased by environmental factors, such as odors, that are likely to impact cognitive-control states. Arousing olfactory fragrances (e.g., peppermint) are supposed to induce a more exclusive, and calming olfactory fragrances (e.g., lavender) a more inclusive state. Participants performed the Trust Game, which provides an index of interpersonal trust by assessing the money units one participant (the trustor) transfers to another participant (the trustee), while being exposed to either peppermint or lavender aroma. All participants played the role of trustor. As expected, participants transferred significantly more money to the alleged trustee in the lavender as compared to the peppermint and control (no aroma) conditions. This observation might have various serious implications for a broad range of situations in which interpersonal trust is an essential element, such as cooperation (e.g., mixed-motives situations), bargaining and negotiation, consumer behavior, and group performance. PMID:25628577
Ye, Jiawen; Ng, Sik Hung
2017-06-01
In this research, we made a theoretical distinction between direct and intermediary-mediated trust situations, and conducted a cross-cultural (Chinese vs. Australians) investment trust game to test the overlooked effects of an intermediary on investors' trust decisions, with respect to how much to invest in and expect from trustees. Compared to situations of direct trust, a nominal intermediary increased the number of Chinese investors expecting in-group trustees to repay a profit on their investments (Hypothesis 1) and raised their level of investment in out-group trustees (Hypothesis 2). These results applied to Chinese, but not Australians in support of the proposal that a nominal intermediary would serve as a cue to activate different cultural stereotypes of the functions and meanings of an intermediary with respect to trust and expectation of reciprocity. Coexisting with these culture-specific effects of an intermediary, the minimal categorisation of people into in-group and out-group on trivial grounds leads to a highly significant in-group favouritism in investment levels of both Chinese and Australians (Hypothesis 3). © 2015 International Union of Psychological Science.
Substituting Developmental for Traditional Games in Elementary Physical Education
ERIC Educational Resources Information Center
Belka, David
2004-01-01
When children are assessed as being developmentally ready for competitive game play, large group games and traditional low organizational games need to be replaced by an approach that uses small-sided games, modified equipment and playing areas, and emphasizes game tactics. Manipulating factors that affect the structure and understanding of games…
Lemmers-Jansen, Imke L J; Krabbendam, Lydia; Veltman, Dick J; Fett, Anne-Kathrin J
2017-06-01
Trust and cooperation increase from adolescence to adulthood, but studies on gender differences in this development are rare. We investigated gender and age-related differences in trust and reciprocity and associated neural mechanisms in 43 individuals (16-27 years, 22 male). Participants played two multi-round trust games with a cooperative and an unfair partner. Males showed more basic trust towards unknown others than females. Both genders increased trust during cooperative interactions, with no differences in average trust. Age was unrelated to trust during cooperation. During unfair interactions males decreased their trust more with age than females. ROI analysis showed age-related increases in activation in the temporo-parietal junction (TPJ) and dorsolateral prefrontal cortex (dlPFC) during cooperative investments, and increased age-related caudate activation during both cooperative and unfair repayments. Gender differences in brain activation were only observed during cooperative repayments, with males activating the TPJ more than females, and females activating the caudate more. The findings suggest relatively mature processes of trust and reciprocity in the investigated age range. Gender differences only occur in unfair contexts, becoming more pronounced with age. Largely similar neural activation in males and females and few age effects suggest that similar, mature cognitive strategies are employed. Copyright © 2017 The Authors. Published by Elsevier Ltd.. All rights reserved.
Wang, Yiwen; Zhang, Zhen; Jing, Yiming; Valadez, Emilio A.
2016-01-01
This study investigates the brain correlates of decision making and outcome evaluation of generalized trust (i.e. trust in unfamiliar social agents)—a core component of social capital which facilitates civic cooperation and economic exchange. We measured 18 (9 male) Chinese participants’ event-related potentials while they played the role of the trustor in a one-shot trust game with unspecified social agents (trustees) allegedly selected from a large representative sample. At the decision-making phase, greater N2 amplitudes were found for trustors’ distrusting decisions compared to trusting decisions, which may reflect greater cognitive control exerted to distrust. Source localization identified the precentral gyrus as one possible neuronal generator of this N2 component. At the outcome evaluation phase, principal components analysis revealed that the so called feedback-related negativity was in fact driven by a reward positivity, which was greater in response to gain feedback compared to loss feedback. This reduced reward positivity following loss feedback may indicate that the absence of reward for trusting decisions was unexpected by the trustor. In addition, we found preliminary evidence suggesting that the decision-making processes may differ between high trustors and low trustors. PMID:27317927
Oxytocin can hinder trust and cooperation in borderline personality disorder.
Bartz, Jennifer; Simeon, Daphne; Hamilton, Holly; Kim, Suah; Crystal, Sarah; Braun, Ashley; Vicens, Victor; Hollander, Eric
2011-10-01
We investigated the effects of intranasal oxytocin (OXT) on trust and cooperation in borderline personality disorder (BPD), a disorder marked by interpersonal instability and difficulties with cooperation. Although studies in healthy adults show that intranasal OXT increases trust, individuals with BPD may show an altered response to exogenous OXT because the effects of OXT on trust and pro-social behavior may vary depending on the relationship representations and expectations people possess and/or altered OXT system functioning in BPD. BPD and control participants received intranasal OXT and played a social dilemma game with a partner. Results showed that OXT produced divergent effects in BPD participants, decreasing trust and the likelihood of cooperative responses. Additional analyses focusing on individual differences in attachment anxiety and avoidance across BPD and control participants indicate that these divergent effects were driven by the anxiously attached, rejection-sensitive participants. These data suggest that OXT does not uniformly facilitate trust and pro-social behavior in humans; indeed, OXT may impede trust and pro-social behavior depending on chronic interpersonal insecurities, and/or possible neurochemical differences in the OXT system. Although popularly dubbed the 'hormone of love', these data suggest a more circumspect answer to the question of who will benefit from OXT.
Cooperation and depressive symptoms.
Brendan Clark, C; Thorne, Christopher B; Hardy, Sonya; Cropsey, Karen L
2013-09-25
Deficits in pro-social cooperation are common in many individuals with mental illnesses such as depression. For decades, researchers have used economic game paradigms to compare cross-cultural cooperative behavior. However, research using economic games to assess cooperative behavior in clinical populations is in the early stages. We hypothesized that individuals with greater depressive symptoms would struggle to maintain reciprocity in iterative games, but not in single-iteration games measuring personal values. Participants (n=41) played four computer-based economic games (prisoner's dilemma, the public goods game, the ultimatum game, and the trust game) measuring different aspects of cooperation. Participants completed the Depression Anxiety and Stress Scale (DASS) and other measures of personality and demographics. Analyses assessed the relationships between game performance and psychological distress as measured by the DASS. Significant correlations were found between game performance and depressive symptoms, but not symptoms of anxiety or stress. Performance in the prisoner's dilemma and public goods game was significantly related to depression in a linear regression even when known associations with depressive affect such as age, gender, race, education, marital status, and neuroticism were controlled for. Depressive symptoms were associated with an inability to sustain reciprocal cooperation. Participants showed the predicted deficits in cooperation in these economic games. Economic games show the potential for assessing the social deficits associated with depressive symptoms. © 2013 Elsevier B.V. All rights reserved.
Default distrust? An fMRI investigation of the neural development of trust and cooperation
Gromann, Paula M.; Giampietro, Vincent; Shergill, Sukhi S.; Krabbendam, Lydia
2014-01-01
The tendency to trust and to cooperate increases from adolescence to adulthood. This social development has been associated with improved mentalizing and age-related changes in brain function. Thus far, there is limited imaging data investigating these associations. We used two trust games with a trustworthy and an unfair partner to explore the brain mechanisms underlying trust and cooperation in subjects ranging from adolescence to mid-adulthood. Increasing age was associated with higher trust at the onset of social interactions, increased levels of trust during interactions with a trustworthy partner and a stronger decline in trust during interactions with an unfair partner. Our findings demonstrate a behavioural shift towards higher trust and an age-related increase in the sensitivity to others’ negative social signals. Increased brain activation in mentalizing regions, i.e. temporo-parietal junction, posterior cingulate and precuneus, supported the behavioural change. Additionally, age was associated with reduced activation in the reward-related orbitofrontal cortex and caudate nucleus during interactions with a trustworthy partner, possibly reflecting stronger expectations of trustworthiness. During unfair interactions, age-related increases in anterior cingulate activation, an area implicated in conflict monitoring, may mirror the necessity to inhibit pro-social tendencies in the face of the partner’s actual levels of cooperation. PMID:23202661
Online trust, trustworthiness, or assurance?
Cheshire, Coye
2011-01-01
Every day, individuals around the world retrieve, share, and exchange information on the Internet. We interact online to share personal information, find answers to questions, make financial transactions, play social games, and maintain professional and personal relationships. Sometimes our online interactions take place between two or more humans. In other cases, we rely on computers to manage information on our behalf. In each scenario, risk and uncertainty are essential for determining possible actions and outcomes. This essay highlights common deficiencies in our understanding of key concepts such as trust, trustworthiness, cooperation, and assurance in online environments. Empirical evidence from experimental work in computer-mediated environments underscores the promises and perils of overreliance on security and assurance structures as replacements for interpersonal trust. These conceptual distinctions are critical because the future shape of the Internet will depend on whether we build assurance structures to limit and control ambiguity or allow trust to emerge in the presence of risk and uncertainty.
Age-related similarities and differences in first impressions of trustworthiness.
Bailey, Phoebe E; Szczap, Paulina; McLennan, Skye N; Slessor, Gillian; Ruffman, Ted; Rendell, Peter G
2016-08-01
Trust is a particularly under-studied aspect of social relationships in older age. In the current study, young (n = 35) and older adults (n = 35) completed a series of one-shot social economic trust games in which they invested real money with trustees. There were potential gains with each investment and also a risk of losing everything if the trustee was untrustworthy. The reputation and facial appearance of each trustee were manipulated to make them appear more or less trustworthy. Results revealed that young and older adults invest more money with trustees whose facial appearance and reputation indicate that they are trustworthy rather than untrustworthy. However, older adults were more likely than young to invest with trustees who had a reputation for being untrustworthy. We discuss whether age-related differences in responding to negative information may account for an age-related increase in trust, particularly when trusting someone with a reputation for being uncooperative.
Bamford, K B; Wood, S; Shaw, R J
2005-02-01
Conducting gene therapy clinical trials with genetically modified organisms as the vectors presents unique safety and infection control issues. The area is governed by a range of legislation and guidelines, some unique to this field, as well as those pertinent to any area of clinical work. The relevant regulations covering gene therapy using genetically modified vectors are reviewed and illustrated with the approach taken by a large teaching hospital NHS Trust. Key elements were Trust-wide communication and involvement of staff in a pro-active approach to risk management, with specific emphasis on staff training and engagement, waste management, audit and record keeping. This process has led to the development of proposed standards for clinical trials involving genetically modified micro-organisms.
Zheng, Haoli; Wang, Siqi; Guo, Wenmin; Chen, Shu; Luo, Jun; Ye, Hang; Huang, Daqiang
2017-01-01
Interpersonal trust plays an essential role in economic interactions and social development. Extensive behavioral experiments have examined the nature of trust, particularly the question of whether trusting decisions are connected to risk preferences or risk attitudes. Various laboratory observations have been reported regarding the difference between trust and risk, and neural imaging studies have demonstrated that the right dorsolateral prefrontal cortex (rDLPFC) is more activated when individuals decide to trust other human beings compared with individuals decide to invest in a non-social risk condition. Moreover, the rDLPFC has been found to exhibit an intimate relationship with risk preference in previous neuroscience studies. However, the causal relationship between the rDLPFC and trust has rarely been revealed. Whether modulating the excitability of the rDLPFC, which shares roles in both trust and risk decisions, alters the trust or risk preference of participants remains unknown. In the present study, we aimed to provide evidence of a direct link between the neural and behavioral results through the application of transcranial direct current stimulation (tDCS) over the rDLPFC. We found that activating the rDLPFC altered the risk preferences of our participants, whereas no such significant effect over interpersonal trust was observed. Our findings indicate that enhancing the excitability of the rDLPFC using tDCS leads to more conservative decision-makings in a risk game, and this effect is specific to non-social risk rather than social-related trust. PMID:28232785
ERIC Educational Resources Information Center
Sudore, Gail M.
1987-01-01
Provides directions for 18 environmental activities/concepts for adventure programming including games (clam free, habitat lap sit, spirals); warm-ups/stretches (bug tug, stork stretch); trust builders/group initiatives (willow in wind, opossum ferry); low elements (all aboard, trolley); medium elements (rebirth, tire on pole); and high elements…
Globalization of S&T: Key Challenges Facing DOD
2012-02-01
expertise at a very early stage in areas where new concepts are being proposed. Trusted agents should not have vested interests ( pro or con ) regarding...Scanning 14. Scenario Workshops 15. Science Fictioning 16. Simulation Gaming 17. Surveys 18. SWOT Analysis 19. Weak Signals
Beyond Wiki to Judgewiki for Transparent Climate Change Decisions
NASA Astrophysics Data System (ADS)
Capron, M. E.
2008-12-01
Climate Change is like the prisoner's dilemma, a zero-sum game, or cheating in sports. Everyone and every country is tempted to selfishly maintain or advance their standard of living. The tremendous difference between standards of living amplifies the desire to opt out of Climate Change solutions adverse to economic competitiveness. Climate Change is also exceedingly complex. No one person, one organization, one country, or partial collection of countries has the capacity and the global support needed to make decisions on Climate Change solutions. There are thousands of potential actions, tens of thousands of known and unknown environmental and economic impacts. Some actions are belatedly found to be unsustainable beyond token volumes, corn ethanol or soy-biodiesel for example. Mankind can address human nature and complexity with a globally transparent information and decision process available to all 7 billion of us. We need a process that builds trust and simplifies complexity. Fortunately, we have the Internet for trust building communication and computers to simplify complexity. Mankind can produce new software tailored to the challenge. We would combine group information collection software (a wiki) with a decision-matrix (a judge), market forecasting, and video games to produce the tool mankind needs for trust building transparent decisions on Climate Change actions. The resulting software would be a judgewiki.
Gaming Preferences of Aging Generations.
Blocker, Kenneth A; Wright, Timothy J; Boot, Walter R
2014-01-01
Increasing evidence suggests that action digital game training can improve a variety of perceptual and cognitive abilities, including those that decline most with age. Unfortunately, previous work has found that older adults dislike these games and adherence may be poor for action game-based interventions. The focus of the current study was to better understand the types of games older adults are willing to play and explore predictors of game preference (e.g., gender, age, technology experience, personality). With this information action games might be modified or developed to maximize adherence and cognitive benefit. Older adults were administered a modified version of an existing game questionnaire and a custom game preference survey. Clear preferences were observed that were similar between participants with and without previous digital game experience (with puzzle and intellectually stimulating games being most interesting to older adults in our sample, and massively multiplayer online games and first-person shooters being least interesting). Personality, demographic, and technology experience variables were also collected. Interesting trends suggested the possibility that several demographic and personality variables might be predictive of game preference. Results have implications for future directions of research, designing games that would appeal to older adult audiences, and for how to design custom games to maximize intervention adherence based on individual difference characteristics.
Gaming Preferences of Aging Generations
Blocker, Kenneth A.; Wright, Timothy J.; Boot, Walter R.
2017-01-01
Increasing evidence suggests that action digital game training can improve a variety of perceptual and cognitive abilities, including those that decline most with age. Unfortunately, previous work has found that older adults dislike these games and adherence may be poor for action game-based interventions. The focus of the current study was to better understand the types of games older adults are willing to play and explore predictors of game preference (e.g., gender, age, technology experience, personality). With this information action games might be modified or developed to maximize adherence and cognitive benefit. Older adults were administered a modified version of an existing game questionnaire and a custom game preference survey. Clear preferences were observed that were similar between participants with and without previous digital game experience (with puzzle and intellectually stimulating games being most interesting to older adults in our sample, and massively multiplayer online games and first-person shooters being least interesting). Personality, demographic, and technology experience variables were also collected. Interesting trends suggested the possibility that several demographic and personality variables might be predictive of game preference. Results have implications for future directions of research, designing games that would appeal to older adult audiences, and for how to design custom games to maximize intervention adherence based on individual difference characteristics. PMID:29033699
Argoball: A Dynamic-Rules Game for Teaching Striking-and-Fielding Game Tactics
ERIC Educational Resources Information Center
Todorovich, John R.; Fox, James P.; Ryan, Stuart; Todorovich, Sarah W.
2008-01-01
Physical educators using the teaching games for understanding (TGFU) approach employ modified game forms to teach children skills and tactics. Inspired by Danish Longball, "Argoball" is a dynamic-rules game that teachers interested in the TGFU model use to help their students develop effective skills and tactics to better participate in…
Honesty mediates the relationship between serotonin and reaction to unfairness
Takahashi, Hidehiko; Takano, Harumasa; Camerer, Colin F.; Ideno, Takashi; Okubo, Shigetaka; Matsui, Hiroshi; Tamari, Yuki; Takemura, Kazuhisa; Arakawa, Ryosuke; Kodaka, Fumitoshi; Yamada, Makiko; Eguchi, Yoko; Murai, Toshiya; Okubo, Yoshiro; Kato, Motoichiro; Ito, Hiroshi; Suhara, Tetsuya
2012-01-01
How does one deal with unfair behaviors? This subject has long been investigated by various disciplines including philosophy, psychology, economics, and biology. However, our reactions to unfairness differ from one individual to another. Experimental economics studies using the ultimatum game (UG), in which players must decide whether to accept or reject fair or unfair offers, have also shown that there are substantial individual differences in reaction to unfairness. However, little is known about psychological as well as neurobiological mechanisms of this observation. We combined a molecular imaging technique, an economics game, and a personality inventory to elucidate the neurobiological mechanism of heterogeneous reactions to unfairness. Contrary to the common belief that aggressive personalities (impulsivity or hostility) are related to the high rejection rate of unfair offers in UG, we found that individuals with apparently peaceful personalities (straightforwardness and trust) rejected more often and were engaged in personally costly forms of retaliation. Furthermore, individuals with a low level of serotonin transporters in the dorsal raphe nucleus (DRN) are honest and trustful, and thus cannot tolerate unfairness, being candid in expressing their frustrations. In other words, higher central serotonin transmission might allow us to behave adroitly and opportunistically, being good at playing games while pursuing self-interest. We provide unique neurobiological evidence to account for individual differences of reaction to unfairness. PMID:22371595
Honesty mediates the relationship between serotonin and reaction to unfairness.
Takahashi, Hidehiko; Takano, Harumasa; Camerer, Colin F; Ideno, Takashi; Okubo, Shigetaka; Matsui, Hiroshi; Tamari, Yuki; Takemura, Kazuhisa; Arakawa, Ryosuke; Kodaka, Fumitoshi; Yamada, Makiko; Eguchi, Yoko; Murai, Toshiya; Okubo, Yoshiro; Kato, Motoichiro; Ito, Hiroshi; Suhara, Tetsuya
2012-03-13
How does one deal with unfair behaviors? This subject has long been investigated by various disciplines including philosophy, psychology, economics, and biology. However, our reactions to unfairness differ from one individual to another. Experimental economics studies using the ultimatum game (UG), in which players must decide whether to accept or reject fair or unfair offers, have also shown that there are substantial individual differences in reaction to unfairness. However, little is known about psychological as well as neurobiological mechanisms of this observation. We combined a molecular imaging technique, an economics game, and a personality inventory to elucidate the neurobiological mechanism of heterogeneous reactions to unfairness. Contrary to the common belief that aggressive personalities (impulsivity or hostility) are related to the high rejection rate of unfair offers in UG, we found that individuals with apparently peaceful personalities (straightforwardness and trust) rejected more often and were engaged in personally costly forms of retaliation. Furthermore, individuals with a low level of serotonin transporters in the dorsal raphe nucleus (DRN) are honest and trustful, and thus cannot tolerate unfairness, being candid in expressing their frustrations. In other words, higher central serotonin transmission might allow us to behave adroitly and opportunistically, being good at playing games while pursuing self-interest. We provide unique neurobiological evidence to account for individual differences of reaction to unfairness.
Misreporting behaviour in iterated prisoner's dilemma game with combined trust strategy
NASA Astrophysics Data System (ADS)
Chen, Bo; Zhang, Bin; Wu, Hua-qing
2015-01-01
Effects of agents' misreporting behaviour on system cooperation are studied in a multi-agent iterated prisoner's dilemma game. Agents, adopting combined trust strategy (denoted by CTS) are classified into three groups, i.e., honest CTS, positive-reporting CTS and negative-reporting CTS. The differences of cooperation frequency and pay-off under three different systems, i.e., system only with honest CTS, system with honest CTS and positive-reporting CTS and system with honest CTS and negative-reporting CTS, are compared. Furthermore, we also investigate the effects of misreporting behaviour on an exploiter who adopts an exploiting strategy (denoted by EXPL) in a system with two CTSs and one EXPL. At last, numerical simulations are performed for understanding the effects of misreporting behaviour on CTS. The results reveal that positive-reporting behaviour can strengthen system cooperation, while negative-reporting behaviour cannot. When EXPL exists in a system, positive-reporting behaviour helps the exploiter in reducing its exploiting cost and encourages agents to adopt exploiting strategy, but hurts other agents' interests.
Game-Based Approaches' Pedagogical Principles: Exploring Task Constraints in Youth Soccer.
Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte
2015-06-27
This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches.
Game-Based Approaches’ Pedagogical Principles: Exploring Task Constraints in Youth Soccer
Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte
2015-01-01
This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches. PMID:26240668
Pupil-mimicry conditions trust in partners: moderation by oxytocin and group membership
De Dreu, Carsten K. W.
2017-01-01
Across species, oxytocin, an evolutionarily ancient neuropeptide, facilitates social communication by attuning individuals to conspecifics' social signals, fostering trust and bonding. The eyes have an important signalling function; and humans use their salient and communicative eyes to intentionally and unintentionally send social signals to others, by contracting the muscles around their eyes and pupils. In our earlier research, we observed that interaction partners with dilating pupils are trusted more than partners with constricting pupils. But over and beyond this effect, we found that the pupil sizes of partners synchronize and that when pupils synchronously dilate, trust is further boosted. Critically, this linkage between mimicry and trust was bound to interactions between ingroup members. The current study investigates whether these findings are modulated by oxytocin and sex of participant and partner. Using incentivized trust games with partners from ingroup and outgroup whose pupils dilated, remained static or constricted, this study replicates our earlier findings. It further reveals that (i) male participants withhold trust from partners with constricting pupils and extend trust to partners with dilating pupils, especially when given oxytocin rather than placebo; (ii) female participants trust partners with dilating pupils most, but this effect is blunted under oxytocin; (iii) under oxytocin rather than placebo, pupil dilation mimicry is weaker and pupil constriction mimicry stronger; and (iv) the link between pupil constriction mimicry and distrust observed under placebo disappears under oxytocin. We suggest that pupil-contingent trust is parochial and evolved in social species in and because of group life. PMID:28250181
Parkinson Patients' Initial Trust in Avatars: Theory and Evidence.
Javor, Andrija; Ransmayr, Gerhard; Struhal, Walter; Riedl, René
2016-01-01
Parkinson's disease (PD) is a neurodegenerative disease that affects the motor system and cognitive and behavioral functions. Due to these impairments, PD patients also have problems in using the computer. However, using computers and the Internet could help these patients to overcome social isolation and enhance information search. Specifically, avatars (defined as virtual representations of humans) are increasingly used in online environments to enhance human-computer interaction by simulating face-to-face interaction. Our laboratory experiment investigated how PD patients behave in a trust game played with human and avatar counterparts, and we compared this behavior to the behavior of age, income, education and gender matched healthy controls. The results of our study show that PD patients trust avatar faces significantly more than human faces. Moreover, there was no significant difference between initial trust of PD patients and healthy controls in avatar faces, while PD patients trusted human faces significantly less than healthy controls. Our data suggests that PD patients' interaction with avatars may constitute an effective way of communication in situations in which trust is required (e.g., a physician recommends intake of medication). We discuss the implications of these results for several areas of human-computer interaction and neurological research.
Parkinson Patients’ Initial Trust in Avatars: Theory and Evidence
Javor, Andrija; Ransmayr, Gerhard; Struhal, Walter; Riedl, René
2016-01-01
Parkinson’s disease (PD) is a neurodegenerative disease that affects the motor system and cognitive and behavioral functions. Due to these impairments, PD patients also have problems in using the computer. However, using computers and the Internet could help these patients to overcome social isolation and enhance information search. Specifically, avatars (defined as virtual representations of humans) are increasingly used in online environments to enhance human-computer interaction by simulating face-to-face interaction. Our laboratory experiment investigated how PD patients behave in a trust game played with human and avatar counterparts, and we compared this behavior to the behavior of age, income, education and gender matched healthy controls. The results of our study show that PD patients trust avatar faces significantly more than human faces. Moreover, there was no significant difference between initial trust of PD patients and healthy controls in avatar faces, while PD patients trusted human faces significantly less than healthy controls. Our data suggests that PD patients’ interaction with avatars may constitute an effective way of communication in situations in which trust is required (e.g., a physician recommends intake of medication). We discuss the implications of these results for several areas of human-computer interaction and neurological research. PMID:27820864
Park, Bong-Won; Lee, Kun Chang
2011-01-01
The aims of this article are (1) to propose a modified theory of consumption values (MTCV) for investigation of online gamer perceptions of the value of purchasable game items and (2) to apply the developed MTCV to multiple game genres and player age groups. To address these aims, 327 valid questionnaires were obtained and analyzed. The original theory of consumption values (TCV) was modified to apply to the specific characteristics of online games. The original TCV specifies five types of consumption values: functional value, social value, emotional value, conditional value, and epistemic value. After revising the TCV to apply to the examination of online games, we proposed that the MTCV be composed of character competency value, enjoyment value, visual authority value, and monetary value. The validity of the MTCV was proven by statistically analyzing the responses provided by the 327 valid questionnaires. To examine the second aim, experiments were conducted to examine the MTCV in three online game genres-massive multiplayer online role-playing games, first-person shooters games, and casual games. The second aim was also studied via questionnaires that examined the ages of online gamers. It was determined that massive multiplayer online role-playing games players regard visual authority value and monetary value as more important than do casual gamers. It was also determined that younger gamers tend to be more interested in visual authority, whereas older gamers tend to be more interested in character competency. This research provides a foundation for future studies to extend the MTCV to consider other user factors, such as cultural effects.
Social embeddedness and economic opportunism: a game situation.
Sakalaki, Maria; Fousiani, Kyriaki
2012-06-01
According to Evolutionary Game Theory, multiple exchanges with partners are necessary to foster cooperation. Multiple exchanges with partners tend to enhance the good experience of the partners and the predictability of their behaviour and should therefore increase cooperativeness. This study explored whether social embeddedness, or the preference for close and stable social relationships, a variable which tends to increase multiple exchanges, is associated with more cooperative attitudes; and whether social embeddedness increases cooperative behavior towards unknown partners in a game situation. The first study, with 169 undergraduates, indicated that social embeddedness (preference for close and durable social relations) was negatively associated with opportunistic attitudes. The second study had a sample of 60 undergraduates playing a Trust Game with unknown partners and showed that self-reported social embeddedness was positively correlated with scores for cooperative economic behavior towards the partners. These results highlight the relationships of social embeddedness with cooperative attitudes and behaviour.
Menshikov, Ivan S; Shklover, Alexsandr V; Babkina, Tatiana S; Myagkov, Mikhail G
2017-01-01
In this research, the social behavior of the participants in a Prisoner's Dilemma laboratory game is explained on the basis of the quantal response equilibrium concept and the representation of the game in Markov strategies. In previous research, we demonstrated that social interaction during the experiment has a positive influence on cooperation, trust, and gratefulness. This research shows that the quantal response equilibrium concept agrees only with the results of experiments on cooperation in Prisoner's Dilemma prior to social interaction. However, quantal response equilibrium does not explain of participants' behavior after social interaction. As an alternative theoretical approach, an examination was conducted of iterated Prisoner's Dilemma game in Markov strategies. We built a totally mixed Nash equilibrium in this game; the equilibrium agrees with the results of the experiments both before and after social interaction.
Chiu, Pearl H.; Kayali, M. Amin; Kishida, Kenneth T.; Tomlin, Damon; Klinger, Laura G.; Klinger, Mark R.; Montague, P. Read
2014-01-01
Summary Attributing behavioral outcomes correctly to oneself or to other agents is essential for all productive social exchange. We approach this issue in high-functioning males with autism spectrum disorder (ASD) using two separate fMRI paradigms. First, using a visual imagery task, we extract a basis set for responses along the cingulate cortex of control subjects that reveals an agent-specific eigenvector (self eigenmode) associated with imagining oneself executing a specific motor act. Second, we show that the same self eigenmode arises during one's own decision (the self phase) in an interpersonal exchange game (iterated trust game). Third, using this exchange game, we show that ASD males exhibit a severely diminished self eigenmode when playing the game with a human partner. This diminished response covaries parametrically with their behaviorally assessed symptom severity suggesting its value as an objective endophenotype. These findings may provide a quantitative assessment tool for high functioning ASD. PMID:18255038
Myagkov, Mikhail G.
2017-01-01
In this research, the social behavior of the participants in a Prisoner's Dilemma laboratory game is explained on the basis of the quantal response equilibrium concept and the representation of the game in Markov strategies. In previous research, we demonstrated that social interaction during the experiment has a positive influence on cooperation, trust, and gratefulness. This research shows that the quantal response equilibrium concept agrees only with the results of experiments on cooperation in Prisoner’s Dilemma prior to social interaction. However, quantal response equilibrium does not explain of participants’ behavior after social interaction. As an alternative theoretical approach, an examination was conducted of iterated Prisoner's Dilemma game in Markov strategies. We built a totally mixed Nash equilibrium in this game; the equilibrium agrees with the results of the experiments both before and after social interaction. PMID:29190280
Mixed strategy and coevolution dynamics in social networks
NASA Astrophysics Data System (ADS)
Zhong, Weicai; Abbass, Hussein A.; Bender, Axel; Liu, Jing
2011-01-01
We investigate coevolution dynamics of both individual strategies and social ties as they adapt within the snowdrift game with mixed strategies. We propose a partner selection mechanism based on the concept of trust. Here trust is considered an instrument for an individual both selecting the right partners and being selected amongst other potential partners. Based on her local views of the system, the focal individual dismisses the link from the partner with the lowest trust and rewires to the partner’s partner with the highest trust. It is shown that such a trust-based partner switching mechanism favors the emergence of cooperators. Furthermore, when the number of an individual’s partners is restricted (which is a metaphor of limited capacities and capabilities of an individual in real environments), surprising assortative mixing patterns are formed in the emerging network and change the network’s degree distribution from a power-law distribution to an asymmetrically U-shaped distribution. This plays a leading role in preventing global avalanches triggered by perturbations acting on the state of the highly connected individuals.
Cooperative Games: A Way to Modify Aggressive and Cooperative Behaviors in Young Children.
ERIC Educational Resources Information Center
Bay-Hinitz, April K.; And Others
1994-01-01
Aggressive and cooperative behaviors of 70 preschool children were measured during game conditions and subsequent free-play periods. Cooperative behavior increased and aggression decreased during cooperative games and free play; conversely, competitive games were followed by increases in aggressive behavior and decreases in cooperative behavior.…
ERIC Educational Resources Information Center
Younis, Bilal Khaleel
2012-01-01
The purpose of this study was to investigate the factors that might predict Palestinian teachers' success in modding games for instruction. An instructional game design model named Game Modding for Non-Professionals (GMNP) was created specifically for the training of Palestinian teachers during this study. This study addressed the question: To…
Spatial evolutionary games with weak selection.
Nanda, Mridu; Durrett, Richard
2017-06-06
Recently, a rigorous mathematical theory has been developed for spatial games with weak selection, i.e., when the payoff differences between strategies are small. The key to the analysis is that when space and time are suitably rescaled, the spatial model converges to the solution of a partial differential equation (PDE). This approach can be used to analyze all [Formula: see text] games, but there are a number of [Formula: see text] games for which the behavior of the limiting PDE is not known. In this paper, we give rules for determining the behavior of a large class of [Formula: see text] games and check their validity using simulation. In words, the effect of space is equivalent to making changes in the payoff matrix, and once this is done, the behavior of the spatial game can be predicted from the behavior of the replicator equation for the modified game. We say predicted here because in some cases the behavior of the spatial game is different from that of the replicator equation for the modified game. For example, if a rock-paper-scissors game has a replicator equation that spirals out to the boundary, space stabilizes the system and produces an equilibrium.
Spatial evolutionary games with weak selection
Nanda, Mridu; Durrett, Richard
2017-01-01
Recently, a rigorous mathematical theory has been developed for spatial games with weak selection, i.e., when the payoff differences between strategies are small. The key to the analysis is that when space and time are suitably rescaled, the spatial model converges to the solution of a partial differential equation (PDE). This approach can be used to analyze all 2×2 games, but there are a number of 3×3 games for which the behavior of the limiting PDE is not known. In this paper, we give rules for determining the behavior of a large class of 3×3 games and check their validity using simulation. In words, the effect of space is equivalent to making changes in the payoff matrix, and once this is done, the behavior of the spatial game can be predicted from the behavior of the replicator equation for the modified game. We say predicted here because in some cases the behavior of the spatial game is different from that of the replicator equation for the modified game. For example, if a rock–paper–scissors game has a replicator equation that spirals out to the boundary, space stabilizes the system and produces an equilibrium. PMID:28533405
Revalidation of game for teaching blood pressure auscultatory measurement: a pilot study.
Bellan, Margarete Consorti; Alves, Vanessa Cortez; Neves, Mayza Luzia Dos Santos; Lamas, José Luiz Tatagiba
2017-01-01
To adapt a pre-existing educational game, making it specific to the teaching of blood pressure auscultatory measurement, and to apply this game in a pilot study. The original game cards were altered by the authors and submitted to content validation by six experts in the field. After redesigns, the game was applied to 30 subjects, who answered a questionnaire (pre-test and post-test) on auscultatory measurement. Data were analyzed descriptively and by the paired Student's t-test and paired Wilcoxon test. Throughout the content validation process, 17 of the 28 original cards were modified. Of these 17 cards, 13 obtained 80% agreement, and the rest were modified according to the judges' suggestions. The obtained grades significantly increased between pre- and the post-test. It was concluded that the reformulated game presented satisfactory evidence of content validity. Its use as a teaching-learning method was effective for this sample.
Do warning signs on electronic gaming machines influence irrational cognitions?
Monaghan, Sally; Blaszczynski, Alex; Nower, Lia
2009-08-01
Electronic gaming machines are popular among problem gamblers; in response, governments have introduced "responsible gaming" legislation incorporating the mandatory display of warning signs on or near electronic gaming machines. These signs are designed to correct irrational and erroneous beliefs through the provision of accurate information on probabilities of winning and the concept of randomness. There is minimal empirical data evaluating the effectiveness of such signs. In this study, 93 undergraduate students were randomly allocated to standard and informative messages displayed on an electronic gaming machine during play in a laboratory setting. Results revealed that a majority of participants incorrectly estimated gambling odds and reported irrational gambling-related cognitions prior to play. In addition, there were no significant between-group differences, and few participants recalled the content of messages or modified their gambling-related cognitions. Signs placed on electronic gaming machines may not modify irrational beliefs or alter gambling behaviour.
Land bidding game with conflicting interest and its quantum solution
NASA Astrophysics Data System (ADS)
Situ, Haozhen; Alonso-Sanz, Ramón; Li, Lvzhou; Zhang, Cai
Recently, the first conflicting interest quantum game based on the nonlocality property of quantum mechanics has been introduced in A. Pappa, N. Kumar, T. Lawson, M. Santha, S. Y. Zhang, E. Diamanti and I. Kerenidis, Phys. Rev. Lett. 114 (2015) 020401. Several quantum games of the same genre have also been proposed subsequently. However, these games are constructed from some well-known Bell inequalities, thus are quite abstract and lack of realistic interpretations. In the present paper, we modify the common interest land bidding game introduced in N. Brunner and N. Linden, Nat. Commun. 4 (2013) 2057, which is also based on nonlocality and can be understood as two companies collaborating in developing a project. The modified game has conflicting interest and reflects the free rider problem in economics. Then we show that it has a fair quantum solution that leads to better outcome. Finally, we study how several types of paradigmatic noise affect the outcome of this game.
Kuypers, Kim P. C.; de la Torre, Rafael; Farre, Magi; Yubero-Lahoz, Samanta; Dziobek, Isabel; Van den Bos, Wouter; Ramaekers, Johannes G.
2014-01-01
The present study aimed at investigating the effect of MDMA on measures of empathy and social interaction, and the roles of oxytocin and the 5-HT1A receptor in these effects. The design was placebo-controlled within-subject with 4 treatment conditions: MDMA (75 mg), with or without pindolol (20 mg), oxytocin nasal spray (40 IU+16 IU) or placebo. Participants were 20 healthy poly-drug MDMA users, aged between 18–26 years. Cognitive and emotional empathy were assessed by means of the Reading the Mind in the Eyes Test and the Multifaceted Empathy Test. Social interaction, defined as trust and reciprocity, was assessed by means of a Trust Game and a Social Ball Tossing Game. Results showed that MDMA selectively affected emotional empathy and left cognitive empathy, trust and reciprocity unaffected. When combined with pindolol, these effects remained unchanged. Oxytocin did not affect measures of empathy and social interaction. Changes in emotional empathy were not related to oxytocin plasma levels. It was concluded that MDMA (75 mg) selectively enhances emotional empathy in humans. While the underlying neurobiological mechanism is still unknown, it is suggested that peripheral oxytocin does not seem to be the main actor in this; potential candidates are the serotonin 2A and the vasopressin 1A receptors. Trial Registration MDMA & PSB NTR 2636 PMID:24972084
Kuypers, Kim P C; de la Torre, Rafael; Farre, Magi; Yubero-Lahoz, Samanta; Dziobek, Isabel; Van den Bos, Wouter; Ramaekers, Johannes G
2014-01-01
The present study aimed at investigating the effect of MDMA on measures of empathy and social interaction, and the roles of oxytocin and the 5-HT1A receptor in these effects. The design was placebo-controlled within-subject with 4 treatment conditions: MDMA (75 mg), with or without pindolol (20 mg), oxytocin nasal spray (40 IU+16 IU) or placebo. Participants were 20 healthy poly-drug MDMA users, aged between 18-26 years. Cognitive and emotional empathy were assessed by means of the Reading the Mind in the Eyes Test and the Multifaceted Empathy Test. Social interaction, defined as trust and reciprocity, was assessed by means of a Trust Game and a Social Ball Tossing Game. Results showed that MDMA selectively affected emotional empathy and left cognitive empathy, trust and reciprocity unaffected. When combined with pindolol, these effects remained unchanged. Oxytocin did not affect measures of empathy and social interaction. Changes in emotional empathy were not related to oxytocin plasma levels. It was concluded that MDMA (75 mg) selectively enhances emotional empathy in humans. While the underlying neurobiological mechanism is still unknown, it is suggested that peripheral oxytocin does not seem to be the main actor in this; potential candidates are the serotonin 2A and the vasopressin 1A receptors. Trial registration: MDMA & PSB NTR 2636.
Pupil-mimicry conditions trust in partners: moderation by oxytocin and group membership.
Kret, Mariska E; De Dreu, Carsten K W
2017-03-15
Across species, oxytocin, an evolutionarily ancient neuropeptide, facilitates social communication by attuning individuals to conspecifics' social signals, fostering trust and bonding. The eyes have an important signalling function; and humans use their salient and communicative eyes to intentionally and unintentionally send social signals to others, by contracting the muscles around their eyes and pupils. In our earlier research, we observed that interaction partners with dilating pupils are trusted more than partners with constricting pupils. But over and beyond this effect, we found that the pupil sizes of partners synchronize and that when pupils synchronously dilate, trust is further boosted. Critically, this linkage between mimicry and trust was bound to interactions between ingroup members. The current study investigates whether these findings are modulated by oxytocin and sex of participant and partner. Using incentivized trust games with partners from ingroup and outgroup whose pupils dilated, remained static or constricted, this study replicates our earlier findings. It further reveals that (i) male participants withhold trust from partners with constricting pupils and extend trust to partners with dilating pupils, especially when given oxytocin rather than placebo; (ii) female participants trust partners with dilating pupils most, but this effect is blunted under oxytocin; (iii) under oxytocin rather than placebo, pupil dilation mimicry is weaker and pupil constriction mimicry stronger; and (iv) the link between pupil constriction mimicry and distrust observed under placebo disappears under oxytocin. We suggest that pupil-contingent trust is parochial and evolved in social species in and because of group life. © 2017 The Authors.
Neurocultural evidence that ideal affect match promotes giving
Park, BoKyung; Blevins, Elizabeth; Knutson, Brian
2017-01-01
Abstract Why do people give to strangers? We propose that people trust and give more to those whose emotional expressions match how they ideally want to feel (“ideal affect match”). European Americans and Koreans played multiple trials of the Dictator Game with recipients who varied in emotional expression (excited, calm), race (White, Asian) and sex (male, female). Consistent with their culture’s valued affect, European Americans trusted and gave more to excited than calm recipients, whereas Koreans trusted and gave more to calm than excited recipients. These findings held regardless of recipient race and sex. We then used fMRI to probe potential affective and mentalizing mechanisms. Increased activity in the nucleus accumbens (associated with reward anticipation) predicted giving, as did decreased activity in the right temporo-parietal junction (rTPJ; associated with reduced belief prediction error). Ideal affect match decreased rTPJ activity, suggesting that people may trust and give more to strangers whom they perceive to share their affective values. PMID:28379542
Neurocultural evidence that ideal affect match promotes giving.
Park, BoKyung; Blevins, Elizabeth; Knutson, Brian; Tsai, Jeanne L
2017-07-01
Why do people give to strangers? We propose that people trust and give more to those whose emotional expressions match how they ideally want to feel ("ideal affect match"). European Americans and Koreans played multiple trials of the Dictator Game with recipients who varied in emotional expression (excited, calm), race (White, Asian) and sex (male, female). Consistent with their culture's valued affect, European Americans trusted and gave more to excited than calm recipients, whereas Koreans trusted and gave more to calm than excited recipients. These findings held regardless of recipient race and sex. We then used fMRI to probe potential affective and mentalizing mechanisms. Increased activity in the nucleus accumbens (associated with reward anticipation) predicted giving, as did decreased activity in the right temporo-parietal junction (rTPJ; associated with reduced belief prediction error). Ideal affect match decreased rTPJ activity, suggesting that people may trust and give more to strangers whom they perceive to share their affective values. © The Author (2017). Published by Oxford University Press.
ERIC Educational Resources Information Center
Oggins, Jean; Sammis, Jeffrey
2012-01-01
In this study, 438 players of the online video game, World of Warcraft, completed a survey about video game addiction and answered an open-ended question about behaviors they considered characteristic of video game addiction. Responses were coded and correlated with players' self-reports of being addicted to games and scores on a modified video…
Detection of communities with Naming Game-based methods
Ribeiro, Carlos Henrique Costa
2017-01-01
Complex networks are often organized in groups or communities of agents that share the same features and/or functions, and this structural organization is built naturally with the formation of the system. In social networks, we argue that the dynamic of linguistic interactions of agreement among people can be a crucial factor in generating this community structure, given that sharing opinions with another person bounds them together, and disagreeing constantly would probably weaken the relationship. We present here a computational model of opinion exchange that uncovers the community structure of a network. Our aim is not to present a new community detection method proper, but to show how a model of social communication dynamics can reveal the (simple and overlapping) community structure in an emergent way. Our model is based on a standard Naming Game, but takes into consideration three social features: trust, uncertainty and opinion preference, that are built over time as agents communicate among themselves. We show that the separate addition of each social feature in the Naming Game results in gradual improvements with respect to community detection. In addition, the resulting uncertainty and trust values classify nodes and edges according to role and position in the network. Also, our model has shown a degree of accuracy both for non-overlapping and overlapping communities that are comparable with most algorithms specifically designed for topological community detection. PMID:28797097
Religious pro-sociality? Experimental evidence from a sample of 766 Spaniards.
Brañas-Garza, Pablo; Espín, Antonio M; Neuman, Shoshana
2014-01-01
This study explores the relationship between several personal religion-related variables and social behaviour, using three paradigmatic economic games: the dictator (DG), ultimatum (UG), and trust (TG) games. A large carefully designed sample of the urban adult population in Granada (Spain) is employed (N = 766). From participants' decisions in these games we obtain measures of altruism, bargaining behaviour and sense of fairness/equality, trust, and positive reciprocity. Three dimensions of religiosity are examined: (i) religious denomination; (ii) intensity of religiosity, measured by active participation at church services; and (iii) conversion out into a different denomination than the one raised in. The major results are: (i) individuals with "no religion" made decisions closer to rational selfish behaviour in the DG and the UG compared to those who affiliate with a "standard" religious denomination; (ii) among Catholics, intensity of religiosity is the key variable that affects social behaviour insofar as religiously-active individuals are generally more pro-social than non-active ones; and (iii) the religion raised in seems to have no effect on pro-sociality, beyond the effect of the current measures of religiosity. Importantly, behaviour in the TG is not predicted by any of the religion-related variables we analyse. While the results partially support the notion of religious pro-sociality, on the other hand, they also highlight the importance of closely examining the multidimensional nature of both religiosity and pro-social behaviour.
Neural Responses to Truth Telling and Risk Propensity under Asymmetric Information
Suzuki, Hideo; Misaki, Masaya; Krueger, Frank; Bodurka, Jerzy
2015-01-01
Trust is multi-dimensional because it can be characterized by subjective trust, trust antecedent, and behavioral trust. Previous research has investigated functional brain responses to subjective trust (e.g., a judgment of trustworthiness) or behavioral trust (e.g., decisions to trust) in perfect information, where all relevant information is available to all participants. In contrast, we conducted a novel examination of the patterns of functional brain activity to a trust antecedent, specifically truth telling, in asymmetric information, where one individual has more information than others, with the effect of varying risk propensity. We used functional magnetic resonance imaging (fMRI) and recruited 13 adults, who played the Communication Game, where they served as the “Sender” and chose either truth telling (true advice) or lie telling (false advice) regarding the best payment allocation for their partner. Our behavioral results revealed that subjects with recreational high risk tended to choose true advice. Moreover, fMRI results yielded that the choices of true advice were associated with increased cortical activation in the anterior rostral medial and frontopolar prefrontal cortices, middle frontal cortex, temporoparietal junction, and precuneus. Furthermore, when we specifically evaluated a role of the bilateral amygdala as the region of interest (ROI), decreased amygdala response was associated with high risk propensity, regardless of truth telling or lying. In conclusion, our results have implications for how differential functions of the cortical areas may contribute to the neural processing of truth telling. PMID:26325581
Reputation offsets trust judgments based on social biases among Airbnb users.
Abrahao, Bruno; Parigi, Paolo; Gupta, Alok; Cook, Karen S
2017-09-12
To provide social exchange on a global level, sharing-economy companies leverage interpersonal trust between their members on a scale unimaginable even a few years ago. A challenge to this mission is the presence of social biases among a large heterogeneous and independent population of users, a factor that hinders the growth of these services. We investigate whether and to what extent a sharing-economy platform can design artificially engineered features, such as reputation systems, to override people's natural tendency to base judgments of trustworthiness on social biases. We focus on the common tendency to trust others who are similar (i.e., homophily) as a source of bias. We test this argument through an online experiment with 8,906 users of Airbnb, a leading hospitality company in the sharing economy. The experiment is based on an interpersonal investment game, in which we vary the characteristics of recipients to study trust through the interplay between homophily and reputation. Our findings show that reputation systems can significantly increase the trust between dissimilar users and that risk aversion has an inverse relationship with trust given high reputation. We also present evidence that our experimental findings are confirmed by analyses of 1 million actual hospitality interactions among users of Airbnb.
Reputation offsets trust judgments based on social biases among Airbnb users
Abrahao, Bruno; Parigi, Paolo; Gupta, Alok; Cook, Karen S.
2017-01-01
To provide social exchange on a global level, sharing-economy companies leverage interpersonal trust between their members on a scale unimaginable even a few years ago. A challenge to this mission is the presence of social biases among a large heterogeneous and independent population of users, a factor that hinders the growth of these services. We investigate whether and to what extent a sharing-economy platform can design artificially engineered features, such as reputation systems, to override people’s natural tendency to base judgments of trustworthiness on social biases. We focus on the common tendency to trust others who are similar (i.e., homophily) as a source of bias. We test this argument through an online experiment with 8,906 users of Airbnb, a leading hospitality company in the sharing economy. The experiment is based on an interpersonal investment game, in which we vary the characteristics of recipients to study trust through the interplay between homophily and reputation. Our findings show that reputation systems can significantly increase the trust between dissimilar users and that risk aversion has an inverse relationship with trust given high reputation. We also present evidence that our experimental findings are confirmed by analyses of 1 million actual hospitality interactions among users of Airbnb. PMID:28847948
S.T.E.P. - Students Toward Environmental Participation - Into Your Environment.
ERIC Educational Resources Information Center
Brandt, Sandy, Ed.; Walters, Casey, Ed.
This high school environmental guide uses the Students Toward Environmental Participation (S.T.E.P.) approach. Activities are designed to develop an awareness of the purpose, interrelationship, and wholeness of the earth through activities, games and role-playing. Sample activities include: trust walk, scavenger hunt, nature collage, and alphabet…
Application of Game Theory to Improve the Defense of the Smart Grid
2012-03-01
Computer Systems and Networks ...............................................22 2.4.2 Trust Models ...systems. In this environment, developers assumed deterministic communications mediums rather than the “best effort” models provided in most modern... models or computational models to validate the SPSs design. Finally, the study reveals concerns about the performance of load rejection schemes
DOE Office of Scientific and Technical Information (OSTI.GOV)
Casey, Daniel; Malta, Patrick
1990-06-01
Project goals are to rehabilitate 1120 acres of big game (elk and mule deer, Odocoileus hemionus) winter range on the Hungry Horse and Spotted Bear Districts of Flathead National Forest lands adjacent to Hungry Horse Reservoir. This project represents the initial phase of implementation toward the mitigation goal. A minimum of 547 acres Trust-funded enhancements are called for in this plan. The remainder are part of the typical Forest Service management activities for the project area. Monitor and evaluate the effects of project implementation on the big game forage base and elk and mule deer populations in the project area.more » Monitor enhancement success to determine effective acreage to be credited against mitigation goal. Additional enhancement acreage will be selected elsewhere in the Flathead Forest or other lands adjacent'' to the reservoir based on progress toward the mitigation goal as determined through monitoring. The Wildlife Mitigation Trust Fund Advisory Committee will serve to guide decisions regarding future enhancement efforts. 7 refs.« less
Shinada, Mizuho; Yamagishi, Toshio; Tanida, Shigehito; Takahashi, Chisato; Inukai, Keigo; Koizumi, Michiko; Yokota, Kunihiro; Mifune, Nobuhiro; Takagishi, Haruto; Horita, Yutaka; Hashimoto, Hirofumi
2010-06-01
Cooperation in interdependent relationships is based on reciprocity in repeated interactions. However, cooperation in one-shot relationships cannot be explained by reciprocity. Frank, Gilovich, & Regan (1993) argued that cooperative behavior in one-shot interactions can be adaptive if cooperators displayed particular signals and people were able to distinguish cooperators from non-cooperators by decoding these signals. We argue that attractiveness and facial expressiveness are signals of cooperators. We conducted an experiment to examine if these signals influence the detection accuracy of cooperative behavior. Our participants (blind to the target's behavior in a Trust Game) viewed 30-seconds video-clips. Each video-clip was comprised of a cooperator and a non-cooperator in a Trust Game. The participants judged which one of the pair gave more money to the other participant. We found that participants were able to detect cooperators with a higher accuracy than chance. Furthermore, participants rated male non-cooperators as more attractive than male cooperators, and rated cooperators more expressive than non-cooperators. Further analyses showed that attractiveness inhibited detection accuracy while facial expressiveness fostered it.
Evidence for a relationship between trait gratitude and prosocial behaviour.
Yost-Dubrow, Rachel; Dunham, Yarrow
2018-03-01
Prosocial behaviour towards unrelated others is communally beneficial but can be individually costly. The emotion of gratitude mitigates this cost by encouraging direct as well as "upstream" reciprocity, thereby facilitating cooperation. A widely used method for measuring trait gratitude is the Gratitude Questionnaire (GQ6) [McCullough, M., Emmons, R., & Tsang, J. (2002). The grateful disposition: A conceptual and empirical topography. Journal of Personality and Social Psychology, 82, 112-127. Retrieved from https://doi.org/10.1037/0022-3514.82.1.112 ]. Here we undertake an assessment of the external validity of the GQ6 by examining its relationship with two incentivized economic games that serve as face valid indices of generosity and reciprocity. In two studies (total N = 501) we find that trait gratitude as measured by the GQ6 predicts greater donations in a charity donation task as well as greater transfers and returns in an incentivized trust game. These results support the hypothesis that individuals with higher trait gratitude are more generous and trusting on average, and provide initial evidence as to the predictive validity of the GQ6.
Adult and adolescent social reciprocity: experimental data from the Trust Game.
Belli, Stefano R; Rogers, Robert D; Lau, Jennifer Y F
2012-10-01
Twenty-four adults (aged 19-35) and 27 adolescents (aged 13-14) played as 'Trustee' in an iterated Trust Game against a pre-programmed set of 'Investor' moves, said to belong to an unknown co-player. Trustee behaviour was examined first in response to normative Investor cooperation, and then in response to a period of social rupture caused by reduced investments. Adolescents were motivated by inequity aversion during normative Investor cooperation, whereas adults over-compensated the Investor. Participants were also identified as coaxers or non-coaxers based on how they responded to social rupture: 'coaxers' were individuals who made at least one relatively generous return to the Investor during this phase. A single coaxing move predicted consistently higher returns to Investors across both normative and reduced investments. Adults showed greater polarisation between coaxing and non-coaxing strategies than did adolescents. These data suggest that adults and adolescents may respond differently to periods of possible social rupture. Copyright © 2012 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.
Saposnik, Gustavo; Johnston, S Claiborne
2016-04-01
Acute stroke care represents a challenge for decision makers. Decisions based on erroneous assessments may generate false expectations of patients and their family members, and potentially inappropriate medical advice. Game theory is the analysis of interactions between individuals to study how conflict and cooperation affect our decisions. We reviewed principles of game theory that could be applied to medical decisions under uncertainty. Medical decisions in acute stroke care are usually made under constrains: short period of time, with imperfect clinical information, limit understanding about patients and families' values and beliefs. Game theory brings some strategies to help us manage complex medical situations under uncertainty. For example, it offers a different perspective by encouraging the consideration of different alternatives through the understanding of patients' preferences and the careful evaluation of cognitive distortions when applying 'real-world' data. The stag-hunt game teaches us the importance of trust to strength cooperation for a successful patient-physician interaction that is beyond a good or poor clinical outcome. The application of game theory to stroke care may improve our understanding of complex medical situations and help clinicians make practical decisions under uncertainty. © 2016 World Stroke Organization.
A model for treating voice disorders in school-age children within a video gaming environment.
King, Suzanne N; Davis, Larry; Lehman, Jeffrey J; Ruddy, Bari Hoffman
2012-09-01
Clinicians use a variety of approaches to motivate children with hyperfunctional voice disorders to comply with voice therapy in a therapeutic session and improve the motivation of children to practice home-based exercises. Utilization of current entertainment technology in such approaches may improve participation and motivation in voice therapy. The purpose of this study is to test the feasibility of using an entertainment video game as a therapy device. Prospective cohort and case-control study. Three levels of game testing were conducted to an existing entertainment video game for use as a voice therapy protocol. The game was tested by two computer programmers and five normal participants. The third level of testing was a case study with a child diagnosed with a hyperfunctional voice disorder. Modifications to the game were made after each feasibility test. Errors with the video game performance were modified, including the addition of a time stamp directory and game controller. Resonance voice exercises were modified to accommodate the gaming environment and unique competitive situation, including speech rate, acoustic parameters, game speed, and point allocations. The development of video games for voice therapeutic purposes attempt to replicate the high levels of engagement and motivation attained with entertainment video games, stimulating a more productive means of learning while doing. This case study found that a purely entertainment video game can be implemented as a voice therapeutic protocol based on information obtained from the case study. Copyright © 2012 The Voice Foundation. All rights reserved.
Dressing the mind properly for the game.
Sally, David
2003-01-01
Game theory as a theoretical and empirical approach to interaction has spread from economics to psychology, political science, sociology and biology. Numerous social interactions-foraging, talking, trusting, coordinating, competing-can be formally represented in a game with specific rules and strategies. These same interactions seem to rely on an interweaving of mental selves, but an effective strategy need not depend on explicit strategizing and higher mental capabilities, as less sentient creatures or even lines of software can play similar games. Human players are distinct because we are less consistent and our choices respond to elements of the setting that appear to be strategically insignificant. Recent analyses of this variable response have yielded a number of insights into the mental approach of human players: we often mentalize, but not always; we are endowed with social preferences; we distinguish among various types of opponents; we manifest different personalities; we are often guided by security concerns; and our strategic sophistication is usually modest. PMID:12689383
Do people trust dentists? Development of the Dentist Trust Scale.
Armfield, J M; Ketting, M; Chrisopoulos, S; Baker, S R
2017-09-01
This study aimed to adapt a measure of trust in physicians to trust in dentists and to assess the reliability and validity of the measure. Questionnaire data were collected from a simple random sample of 596 Australian adults. The 11-item General Trust in Physicians Scale was modified to apply to dentists. The Dentist Trust Scale (DTS) had good internal consistency (α = 0.92) and exploratory factor analysis revealed a single-factor solution. Lower DTS scores were associated with less trust in the dentist last visited, having previously changed dentists due to unhappiness with the care received, currently having dental pain, usual visiting frequency, dental avoidance, and with past experiences of discomfort, gagging, fainting, embarrassment and personal problems with the dentist. The majority of people appear to exhibit trust in dentists. The DTS shows promising reliability and validity evidence. © 2017 Australian Dental Association.
Measurement-Device-Independent Approach to Entanglement Measures
NASA Astrophysics Data System (ADS)
Shahandeh, Farid; Hall, Michael J. W.; Ralph, Timothy C.
2017-04-01
Within the context of semiquantum nonlocal games, the trust can be removed from the measurement devices in an entanglement-detection procedure. Here, we show that a similar approach can be taken to quantify the amount of entanglement. To be specific, first, we show that in this context, a small subset of semiquantum nonlocal games is necessary and sufficient for entanglement detection in the local operations and classical communication paradigm. Second, we prove that the maximum payoff for these games is a universal measure of entanglement which is convex and continuous. Third, we show that for the quantification of negative-partial-transpose entanglement, this subset can be further reduced down to a single arbitrary element. Importantly, our measure is measurement device independent by construction and operationally accessible. Finally, our approach straightforwardly extends to quantify the entanglement within any partitioning of multipartite quantum states.
Cooperation during cultural group formation promotes trust towards members of out-groups.
Pan, Xiaofei Sophia; Houser, Daniel
2013-07-07
People often cooperate with members of their own group, and discriminate against members of other groups. Previous research establishes that cultural groups can form endogenously, and that these groups demonstrate in-group favouritism. Given the presence of cultural groups, the previous literature argues that cultural evolution selects for groups that exhibit parochial altruism. The source of initial variation in these traits, however, remains uninformed. We show here that a group's economic production environment may substantially influence parochial tendencies, with groups formed around more cooperative production (CP) displaying less parochialism than groups formed around more independent production (IP) processes. Participants randomized into CP and IP production tasks formed cultural groups, and subsequently played hidden-action trust games with in-group and out-group trustees. We found CP to be associated with significantly greater sharing and exchanging behaviours than IP. In trust games, significant parochial altruism (in-group favouritism combined with out-group discrimination) was displayed by members of IP groups. By contrast, members of CP groups did not engage in either in-group favouritism or out-group discrimination. Further, we found the absence of out-group discrimination in CP to persist even following 'betrayal'. Finally, belief data suggest that members of CP are not more intrinsically generous than IP members, but rather more likely to believe that out-group trustees will positively reciprocate. Our results have important implications for anyone interested in building cooperative teams, and shed new light on connections between culture and cooperation.
Kikulwe, Enoch M; Wesseler, Justus; Falck-Zepeda, Jose
2011-10-01
Genetically modified (GM) crops and food are still controversial. This paper analyzes consumers' perceptions and institutional awareness and trust toward GM banana regulation in Uganda. Results are based on a study conducted among 421 banana-consuming households between July and August 2007. Results show a high willingness to purchase GM banana among consumers. An explanatory factor analysis is conducted to identify the perceptions toward genetic modification. The identified factors are used in a cluster analysis that grouped consumers into segments of GM skepticism, government trust, health safety concern, and food and environmental safety concern. Socioeconomic characteristics differed significantly across segments. Consumer characteristics and perception factors influence consumers' willingness to purchase GM banana. The institutional awareness and trust varied significantly across segments as well. The findings would be essential to policy makers when designing risk-communication strategies targeting different consumer segments to ensure proper discussion and addressing potential concerns about GM technology. Copyright © 2011 Elsevier Ltd. All rights reserved.
Code of Federal Regulations, 2010 CFR
2010-04-01
... 25 Indians 1 2010-04-01 2010-04-01 false What effect do these regulations have on pending... INDIAN AFFAIRS, DEPARTMENT OF THE INTERIOR ECONOMIC ENTERPRISES GAMING ON TRUST LANDS ACQUIRED AFTER OCTOBER 17, 1988 Effect of Regulations § 292.26 What effect do these regulations have on pending...
Democratic Consensus and the Young: A Cross-National Comparison of Britain and America.
ERIC Educational Resources Information Center
Ranade, Wendy; Norris, Pippa
1984-01-01
One hundred ninety-nine American and 204 British university students were surveyed. They shared similar, strongly positive attitudes towards democratic "rules of the game," such as free speech, the role of law, and equality. But Americans showed a greater trust of government and a stronger sense of being able to affect the political…
Cooperation: The Synergetic Influence of Communication, Trust, and Equality on a Triad.
ERIC Educational Resources Information Center
Reeve, Johnmarshall; Cole, Steven G.
In this study, 120 introductory psychology students participated in an experimental game designed to be manipulated by the use of cooperative cues. These are variables introduced into a social situation that function to guide the group toward collaboration. Prior research has focused on the effect of single cues and has produced mixed results,…
Interpersonal Effects of Emotion in a Multi-Round Trust Game
ERIC Educational Resources Information Center
Tortosa, Maria I.; Strizhko, Tatiana; Capizzi, Mariagrazia; Ruz, Maria
2013-01-01
Emotions displayed by others are pivotal ingredients of the decisions we make in social contexts. However, most of the research to date has focused on the subjective emotion of the decider rather than on the emotional expressions of the partners in the interaction. The present investigation was designed to explore how happy and angry facial…
Federal Register 2010, 2011, 2012, 2013, 2014
2010-08-06
... include a main gaming hall, food and beverage services, retail space, banquet/meeting space, and administration space. Food and beverage facilities would include three full service restaurants, a five-tenant food court, a buffet, four bars and a lounge. The hotel would include 200 rooms, a resort style pool...
25 CFR 292.11 - What are “restored lands”?
Code of Federal Regulations, 2010 CFR
2010-04-01
... 25 Indians 1 2010-04-01 2010-04-01 false What are ârestored landsâ? 292.11 Section 292.11 Indians BUREAU OF INDIAN AFFAIRS, DEPARTMENT OF THE INTERIOR ECONOMIC ENTERPRISES GAMING ON TRUST LANDS ACQUIRED... Exception § 292.11 What are “restored lands”? For newly acquired lands to qualify as ”restored lands” for...
25 CFR 292.11 - What are “restored lands”?
Code of Federal Regulations, 2013 CFR
2013-04-01
... 25 Indians 1 2013-04-01 2013-04-01 false What are ârestored landsâ? 292.11 Section 292.11 Indians BUREAU OF INDIAN AFFAIRS, DEPARTMENT OF THE INTERIOR ECONOMIC ENTERPRISES GAMING ON TRUST LANDS ACQUIRED... Exception § 292.11 What are “restored lands”? For newly acquired lands to qualify as ”restored lands” for...
Using Simulation Games in the Classroom. Report Number 44.
ERIC Educational Resources Information Center
Harry, Lindy
The Center for the Study of Social Organizations at Johns Hopkins University has developed suggestions for evaluating, preparing, introducing, playing, discussing, and modifying simulation games for classroom use. The teacher must first evaluate the game materials and the simulation model in the light of the abilities and interests of his…
Nontraditional Games in a Foreign Environment.
ERIC Educational Resources Information Center
Cross, Thomas S.
A study investigated students' reactions to the addition of nontraditional games (played in and traditional to another country) to the physical education curriculum. Seventh grade students in Australia were introduced to game development, skills, and present status of two sports, 'Midget' Hockey, a modified version of Canadian ice hockey, and…
The Role of Nonlinear Pedagogy in Physical Education
ERIC Educational Resources Information Center
Chow, Jia Yi; Davids, Keith; Button, Chris; Shuttleworth, Rick; Renshaw, Ian; Araujo, Duarte
2007-01-01
In physical education, the Teaching Games for Understanding (TGfU) pedagogical strategy has attracted significant attention from theoreticians and educators for allowing the development of game education through a tactic-to-skill approach involving the use of modified games. However, some have proposed that as an educational framework, it lacks…
A Secure Trust Establishment Scheme for Wireless Sensor Networks
Ishmanov, Farruh; Kim, Sung Won; Nam, Seung Yeob
2014-01-01
Trust establishment is an important tool to improve cooperation and enhance security in wireless sensor networks. The core of trust establishment is trust estimation. If a trust estimation method is not robust against attack and misbehavior, the trust values produced will be meaningless, and system performance will be degraded. We present a novel trust estimation method that is robust against on-off attacks and persistent malicious behavior. Moreover, in order to aggregate recommendations securely, we propose using a modified one-step M-estimator scheme. The novelty of the proposed scheme arises from combining past misbehavior with current status in a comprehensive way. Specifically, we introduce an aggregated misbehavior component in trust estimation, which assists in detecting an on-off attack and persistent malicious behavior. In order to determine the current status of the node, we employ previous trust values and current measured misbehavior components. These components are combined to obtain a robust trust value. Theoretical analyses and evaluation results show that our scheme performs better than other trust schemes in terms of detecting an on-off attack and persistent misbehavior. PMID:24451471
Thielmann, Isabel; Hilbig, Benjamin E
2015-11-01
Trustworthiness is a vital pillar of various social interactions hinging upon trust. However, the underlying determinants of trustworthiness-especially in terms of (basic) personality traits-are insufficiently understood. Specifically, three mechanisms underlying trustworthiness have been proposed: unconditional kindness, positive reciprocity, and negative reciprocity. The present research aims to disentangle these mechanisms using a trait-based approach, relying on the HEXACO (Honesty-Humility, Emotionality, eXtraversion, Agreeableness, Conscientiousness, and Openness to Experience) model of personality. In three studies, participants acted as the trustee in the trust game. All studies revealed consistent support for the unconditional kindness mechanism, showing an exclusive link between Honesty-Humility and trustworthiness, irrespective of the level of prior trust. In turn, positive and negative reciprocity could not account for the pattern of results. In addition, our results reconcile the inconsistent evidence on the relation between Big Five-Agreeableness and trustworthiness: Unconditional kindness only refers to one component of the broad Big Five-Agreeableness factor (which subsumes various cooperative tendencies). © 2015 by the Society for Personality and Social Psychology, Inc.
Neural signatures of trust in reciprocity: a coordinate-based meta-analysis
Bellucci, Gabriele; Chernyak, Sergey V.; Goodyear, Kimberly; Eickhoff, Simon B.; Krueger, Frank
2017-01-01
Trust in reciprocity (TR) is defined as the risky decision to invest valued resources in another party with the hope of mutual benefit. Several fMRI studies have investigated the neural correlates of TR in one-shot and multi-round versions of the investment game (IG). However, an overall characterization of the underlying neural networks remains elusive. Here, we employed a coordinate-based meta-analysis (activation likelihood estimation method, 30 papers) to investigate consistent brain activations in each of the IG stages (i.e., the trust, reciprocity and feedback stage). Our results showed consistent activations in the anterior insula (AI) during trust decisions in the one-shot IG and decisions to reciprocate in the multi-round IG, likely related to representations of aversive feelings. Moreover, decisions to reciprocate also consistently engaged the intraparietal sulcus, probably involved in evaluations of the reciprocity options. On the contrary, trust decisions in the multi-round IG consistently activated the ventral striatum, likely associated with reward prediction error signals. Finally, the dorsal striatum was found consistently recruited during the feedback stage of the multi-round IG, likely related to reinforcement learning. In conclusion, our results indicate different neural networks underlying trust, reciprocity and feedback learning. These findings suggest that although decisions to trust and reciprocate may elicit aversive feelings likely evoked by the uncertainty about the decision outcomes and the pressing requirements of social standards, multiple interactions allow people to build interpersonal trust for cooperation via a learning mechanism by which they arguably learn to distinguish trustworthy from untrustworthy partners. PMID:27859899
Neural signatures of trust in reciprocity: A coordinate-based meta-analysis.
Bellucci, Gabriele; Chernyak, Sergey V; Goodyear, Kimberly; Eickhoff, Simon B; Krueger, Frank
2017-03-01
Trust in reciprocity (TR) is defined as the risky decision to invest valued resources in another party with the hope of mutual benefit. Several fMRI studies have investigated the neural correlates of TR in one-shot and multiround versions of the investment game (IG). However, an overall characterization of the underlying neural networks remains elusive. Here, a coordinate-based meta-analysis was employed (activation likelihood estimation method, 30 articles) to investigate consistent brain activations in each of the IG stages (i.e., the trust, reciprocity and feedback stage). Results showed consistent activations in the anterior insula (AI) during trust decisions in the one-shot IG and decisions to reciprocate in the multiround IG, likely related to representations of aversive feelings. Moreover, decisions to reciprocate also consistently engaged the intraparietal sulcus, probably involved in evaluations of the reciprocity options. On the contrary, trust decisions in the multiround IG consistently activated the ventral striatum, likely associated with reward prediction error signals. Finally, the dorsal striatum was found consistently recruited during the feedback stage of the multiround IG, likely related to reinforcement learning. In conclusion, our results indicate different neural networks underlying trust, reciprocity, and feedback learning. These findings suggest that although decisions to trust and reciprocate may elicit aversive feelings likely evoked by the uncertainty about the decision outcomes and the pressing requirements of social standards, multiple interactions allow people to build interpersonal trust for cooperation via a learning mechanism by which they arguably learn to distinguish trustworthy from untrustworthy partners. Hum Brain Mapp 38:1233-1248, 2017. © 2016 Wiley Periodicals, Inc. © 2016 Wiley Periodicals, Inc.
Influencing Trust for Human-Automation Collaborative Scheduling of Multiple Unmanned Vehicles.
Clare, Andrew S; Cummings, Mary L; Repenning, Nelson P
2015-11-01
We examined the impact of priming on operator trust and system performance when supervising a decentralized network of heterogeneous unmanned vehicles (UVs). Advances in autonomy have enabled a future vision of single-operator control of multiple heterogeneous UVs. Real-time scheduling for multiple UVs in uncertain environments requires the computational ability of optimization algorithms combined with the judgment and adaptability of human supervisors. Because of system and environmental uncertainty, appropriate operator trust will be instrumental to maintain high system performance and prevent cognitive overload. Three groups of operators experienced different levels of trust priming prior to conducting simulated missions in an existing, multiple-UV simulation environment. Participants who play computer and video games frequently were found to have a higher propensity to overtrust automation. By priming gamers to lower their initial trust to a more appropriate level, system performance was improved by 10% as compared to gamers who were primed to have higher trust in the automation. Priming was successful at adjusting the operator's initial and dynamic trust in the automated scheduling algorithm, which had a substantial impact on system performance. These results have important implications for personnel selection and training for futuristic multi-UV systems under human supervision. Although gamers may bring valuable skills, they may also be potentially prone to automation bias. Priming during training and regular priming throughout missions may be one potential method for overcoming this propensity to overtrust automation. © 2015, Human Factors and Ergonomics Society.
Ego depletion decreases trust in economic decision making
Ainsworth, Sarah E.; Baumeister, Roy F.; Vohs, Kathleen D.; Ariely, Dan
2014-01-01
Three experiments tested the effects of ego depletion on economic decision making. Participants completed a task either requiring self-control or not. Then participants learned about the trust game, in which senders are given an initial allocation of $10 to split between themselves and another person, the receiver. The receiver receives triple the amount given and can send any, all, or none of the tripled money back to the sender. Participants were assigned the role of the sender and decided how to split the initial allocation. Giving less money, and therefore not trusting the receiver, is the safe, less risky response. Participants who had exerted self-control and were depleted gave the receiver less money than those in the non-depletion condition (Experiment 1). This effect was replicated and moderated in two additional experiments. Depletion again led to lower amounts given (less trust), but primarily among participants who were told they would never meet the receiver (Experiment 2) or who were given no information about how similar they were to the receiver (Experiment 3). Amounts given did not differ for depleted and non-depleted participants who either expected to meet the receiver (Experiment 2) or were led to believe that they were very similar to the receiver (Experiment 3). Decreased trust among depleted participants was strongest among neurotics. These results imply that self-control facilitates behavioral trust, especially when no other cues signal decreased social risk in trusting, such as if an actual or possible relationship with the receiver were suggested. PMID:25013237
Religious Pro-Sociality? Experimental Evidence from a Sample of 766 Spaniards
Brañas-Garza, Pablo; Espín, Antonio M.; Neuman, Shoshana
2014-01-01
This study explores the relationship between several personal religion-related variables and social behaviour, using three paradigmatic economic games: the dictator (DG), ultimatum (UG), and trust (TG) games. A large carefully designed sample of the urban adult population in Granada (Spain) is employed (N = 766). From participants' decisions in these games we obtain measures of altruism, bargaining behaviour and sense of fairness/equality, trust, and positive reciprocity. Three dimensions of religiosity are examined: (i) religious denomination; (ii) intensity of religiosity, measured by active participation at church services; and (iii) conversion out into a different denomination than the one raised in. The major results are: (i) individuals with “no religion” made decisions closer to rational selfish behaviour in the DG and the UG compared to those who affiliate with a “standard” religious denomination; (ii) among Catholics, intensity of religiosity is the key variable that affects social behaviour insofar as religiously-active individuals are generally more pro-social than non-active ones; and (iii) the religion raised in seems to have no effect on pro-sociality, beyond the effect of the current measures of religiosity. Importantly, behaviour in the TG is not predicted by any of the religion-related variables we analyse. While the results partially support the notion of religious pro-sociality, on the other hand, they also highlight the importance of closely examining the multidimensional nature of both religiosity and pro-social behaviour. PMID:25115938
The Effect of Interactive Simulations on Exercise Adherence with Overweight and Obese Adults
2009-12-01
integrated video game play capabilities was developed. Unique software was written and further modified to integrate the exercise equipment/ video game ...exercise bicycle with video gaming console 16. SECURITY CLASSIFICATION OF: 17. LIMITATION OF ABSTRACT 18. NUMBER OF PAGES 19a. NAME OF... video game play on exercise adherence, exercise motivation , and self-efficacy in overweight and obese Army personnel. Despite being younger. less
Federal Register 2010, 2011, 2012, 2013, 2014
2012-12-27
... United States (HTS). The goods involved include certain sensitized photographic film, video game console... chapter 37, and (2) Providing specifically for cordless video game console controllers which use infrared... ``; cordless video game console controllers which use infrared transmissions to operate or access the various...
Over-the-Line: An Alternative Striking/Fielding Game for Understanding
ERIC Educational Resources Information Center
Gorecki, Jennifer J.
2004-01-01
Over-the-Line is a striking/fielding game designed from the perspective of the Games for Understanding tactical model to serve as an alternative to traditional kickball, softball, and baseball. Over-the-Line can be modified for developmental appropriateness and tasks can increase in complexity as tactical awareness is attained. This article shares…
Teaching Australian Football in Physical Education: Constraints Theory in Practice
ERIC Educational Resources Information Center
Pill, Shane
2013-01-01
This article outlines a constraints-led process of exploring, modifying, experimenting, adapting, and developing game appreciation known as Game Sense (Australian Sports Commission, 1997; den Duyn, 1996, 1997) for the teaching of Australian football. The game acts as teacher in this constraints-led process. Rather than a linear system that…
Providing Sufficient Opportunity to Learn: A Response to Grehaigne, Caty and Godbout
ERIC Educational Resources Information Center
Slade, Dennis G.; Webb, Louisa A.; Martin, Andrew J.
2015-01-01
Background: Over the last 30 years, traditional skill-based game teaching models have gradually been supplemented by instruction under an inclusive banner of "Teaching Games for Understanding" (TGfU). This approach focuses on developing tactical understanding through modified games and a philosophy that places the learner rather than the…
USDA-ARS?s Scientific Manuscript database
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specifi...
An IUR evolutionary game model on the patent cooperate of Shandong China
NASA Astrophysics Data System (ADS)
Liu, Mengmeng; Ma, Yinghong; Liu, Zhiyuan; You, Xuemei
2017-06-01
Organizations of industries and university & research institutes cooperate to meet their respective needs based on social contacts, trust and share complementary resources. From the perspective of complex network together with the patent data of Shandong province in China, a novel evolutionary game model on patent cooperation network is presented. Two sides in the game model are industries and universities & research institutes respectively. The cooperation is represented by a connection when a new patent is developed together by the two sides. The optimal strategy of the evolutionary game model is quantified by the average positive cooperation probability p ¯ and the average payoff U ¯ . The feasibility of this game model is simulated on the parameters such as the knowledge spillover, the punishment, the development cost and the distribution coefficient of the benefit. The numerical simulations show that the cooperative behaviors are affected by the variation of parameters. The knowledge spillover displays different behaviors when the punishment is larger than the development cost or less than it. Those results indicate that reasonable punishment would improve the positive cooperation. The appropriate punishment will be useful to enhance the big degree nodes positively cooperate with industries and universities & research institutes. And an equitable plan for the distribution of cooperative profits is half-and-half distribution strategy for the two sides in game.
Dibben, M R; Morris, S E; Lean, M E
2000-01-01
A model to explain interpersonal trust development, and its consequences for co-operative behaviour in doctor/patient partnerships derived from the context of business relationships is applied to patient/physician relationships. Threshold barriers exist against all human behaviours or actions and trust is the process by which barriers to co-operation and compliance are overcome. Dispositional trust (a psychological trait to be trusting) is dominant in the early stages of a relationship and contributes to the weight of subsequent trust development. Co-operative behaviour or compliance ultimately requires a secure situational trust emerging from consultations, which is carried forward as learnt trust and modified in each subsequent consultation. The model comprises three types of situational trust (calculus-based, knowledge-based, and identification trust) and five co-operation criteria from which to determine an individual's tendency for co- operative behaviour. These model components can be identified and mapped from a range of qualitative data, with the aim of enhancing co-operative behaviour and efficiently achieving optimal patient compliance.
Psychophysiological correlates of interpersonal cooperation and aggression.
Wang, Yiwen; Roberts, Kathryn; Yuan, Bo; Zhang, Wenxin; Shen, Deli; Simons, Robert
2013-07-01
Mimicking real world situations, the Chicken Game allows scientists to examine human decision-making when the outcome is not entirely within one person's control. In this social dilemma task, two players independently choose either to safely cooperate with, or riskily aggress against, the other player, and the unique combination of their choices specifies the outcome for each. Coupling the Chicken Game with psychophysiological measures, we confirmed our two hypotheses: that an individual perceives an outcome as most negative when she chooses to cooperate and the other player violates that trust and aggresses, and that motivational salience of an outcome is greater when an individual chooses to aggress and when she gains money. Collectively, the data demonstrate the utility of pairing true social dilemma tasks like the Chicken Game with psychophysiological measures to better understand decision-making. Copyright © 2013 Elsevier B.V. All rights reserved.
Hampshire, Kate; Hamill, Heather; Mariwah, Simon; Mwanga, Joseph; Amoako-Sakyi, Daniel
2017-09-01
In contexts where healthcare regulation is weak and levels of uncertainty high, how do patients decide whom and what to trust? In this paper, we explore the potential for using Signalling Theory (ST, a form of Behavioural Game Theory) to investigate health-related trust problems under conditions of uncertainty, using the empirical example of 'herbal clinics' in Ghana and Tanzania. Qualitative, ethnographic fieldwork was conducted over an eight-month period (2015-2016) in eight herbal clinics in Ghana and ten in Tanzania, including semi-structured interviews with herbalists (N = 18) and patients (N = 68), plus detailed ethnographic observations and twenty additional key informant interviews. The data were used to explore four ST-derived predictions, relating to herbalists' strategic communication ('signalling') of their trustworthiness to patients, and patients' interpretation of those signals. Signalling Theory is shown to provide a useful analytical framework, allowing us to go beyond the primary trust problem addressed by other researchers - cataloguing observable indicators of trustworthiness - and providing tools for tackling the trickier secondary trust problem, where the trustworthiness of those indicators must be ascertained. Signalling Theory also enables a basis for comparative work between different empirical contexts that share the underlying condition of uncertainty. Copyright © 2017 The Authors. Published by Elsevier Ltd.. All rights reserved.
Application of artificial neural networks to gaming
NASA Astrophysics Data System (ADS)
Baba, Norio; Kita, Tomio; Oda, Kazuhiro
1995-04-01
Recently, neural network technology has been applied to various actual problems. It has succeeded in producing a large number of intelligent systems. In this article, we suggest that it could be applied to the field of gaming. In particular, we suggest that the neural network model could be used to mimic players' characters. Several computer simulation results using a computer gaming system which is a modified version of the COMMONS GAME confirm our idea.
Evaluation of the Efficacy of Simulation Games in Traffic Safety Education of Kindergarten Children.
ERIC Educational Resources Information Center
Renaud, Lise; Suissa, Samy
1989-01-01
Uses a post-test-only control group study to evaluate the effect of three different types of simulation games used to teach traffic safety to kindergarten students. Results suggest that games including role-playing/group dynamics and modeling/training can change attitudes and modify behavior with this age group. (FMW)
Prediction of stock markets by the evolutionary mix-game model
NASA Astrophysics Data System (ADS)
Chen, Fang; Gou, Chengling; Guo, Xiaoqian; Gao, Jieping
2008-06-01
This paper presents the efforts of using the evolutionary mix-game model, which is a modified form of the agent-based mix-game model, to predict financial time series. Here, we have carried out three methods to improve the original mix-game model by adding the abilities of strategy evolution to agents, and then applying the new model referred to as the evolutionary mix-game model to forecast the Shanghai Stock Exchange Composite Index. The results show that these modifications can improve the accuracy of prediction greatly when proper parameters are chosen.
Inclusive Competitive Game Play Through Balanced Sensory Feedback.
Westin, Thomas; Söderström, David; Karlsson, Olov; Peiris, Ranil
2017-01-01
While game accessibility has improved significantly the last few years, there are still barriers for equal participation and multiplayer issues have been less researched. Game balance is here about making the game fair in a player versus player competitive game. One difficult design task is to balance the game to be fair regardless of visual or hearing capabilities, with clearly different requirements. This paper explores a tentative design method for enabling inclusive competitive game-play without individual adaptations of game rules that could spoil the game. The method involved applying a unified design method to design an unbalanced game, then modifying visual feedback as a hypothetical balanced design, and testing the game with totally 52 people with and without visual or hearing disabilities in three workshops. Game balance was evaluated based on score differences and less structured qualitative data, and a redesign of the game was made. Conclusions are a tentative method for balancing a multiplayer, competitive game without changing game rules and how the method can be applied.
Wills, Olivia; Reynolds, Gemma; Puustinen-Hopper, Kaisa; Roberts, Jennifer
2018-01-01
In this paper we explored the effects of exposure to images of the suffering and vulnerability of others on altruistic, trust-based, and reciprocated incentivized economic decisions, accounting for differences in participants’ dispositional empathy and reported in-group trust for their recipient(s). This was done using a pictorial priming task, framed as a memory test, and a triadic economic game design. Using the largest experimental sample to date to explore this issue, our integrated analysis of two online experiments (total N = 519), found statistically consistent evidence that exposure to images of suffering and vulnerability (vs. neutral images) increased altruistic in-group giving as measured by the “triple dictator game”, and that the manipulation was significantly more effective in those who reported lower trust for their recipients. The experimental manipulation also significantly increased altruistic giving in the standard “dictator game” and trust-based giving in the “investment game”, but only in those who were lower in in-group trust and also high in affective or cognitive empathy. Complementary qualitative evidence revealed the strongest motivations associated with increased giving in the experimental condition were greater assumed reciprocation and a lower aversion to risk. However, no consistent effects of the experimental manipulation on participants’ reciprocated decisions were observed. These findings suggest that, as well as altruistic decision-making in the “triple dictator game”, collaboratively witnessing the suffering of others may heighten trust-based in-group giving in the “investment game” for some people, but the effects are heterogeneous and sensitive to context. PMID:29561883
Ewoldsen, David R; Eno, Cassie A; Okdie, Bradley M; Velez, John A; Guadagno, Rosanna E; DeCoster, Jamie
2012-05-01
Research on video games has yielded consistent findings that violent video games increase aggression and decrease prosocial behavior. However, these studies typically examined single-player games. Of interest is the effect of cooperative play in a violent video game on subsequent cooperative or competitive behavior. Participants played Halo II (a first-person shooter game) cooperatively or competitively and then completed a modified prisoner's dilemma task to assess competitive and cooperative behavior. Compared with the competitive play conditions, players in the cooperative condition engaged in more tit-for-tat behaviors-a pattern of behavior that typically precedes cooperative behavior. The social context of game play influenced subsequent behavior more than the content of the game that was played.
Nielsen, Line; Koushede, Vibeke; Vinther-Larsen, Mathilde; Bendtsen, Pernille; Ersbøll, Annette Kjær; Due, Pernille; Holstein, Bjørn E
2015-09-01
It seems that social capital in the neighbourhood has the potential to reduce socioeconomic differences in mental health among adolescents. Whether school social capital is a buffer in the association between socioeconomic position and mental health among adolescents remains uncertain. The aim of this study is therefore to examine if the association between socioeconomic position and emotional symptoms among adolescents is modified by school social capital. The Health Behaviour in School-aged Children Methodology Development Study 2012 provided data on 3549 adolescents aged 11-15 in two municipalities in Denmark. Trust in the school class was used as an indicator of school social capital. Prevalence of daily emotional symptoms in each socioeconomic group measured by parents' occupational class was calculated for each of the three categories of school classes: school classes with high trust, moderate trust and low trust. Multilevel logistic regression analyses with parents' occupational class as the independent variable and daily emotional symptoms as the dependent variable were conducted stratified by level of trust in the school class. The prevalence of emotional symptoms was higher among students in school classes with low trust (12.9%) compared to school classes with high trust (7.2%) (p < 0.01). In school classes with low level of trust, the odds ratio for daily emotional symptoms was 1.89 (95% CI 1.25-2.86) in the low socioeconomic group compared to the high socioeconomic group. In school classes characterised by high and moderate trust, there were no statistically significant differences in emotional symptoms between high and low socioeconomic groups. Although further studies are needed, this cross-sectional study suggests that school social capital may reduce mental health problems and diminish socioeconomic inequality in mental health among adolescents. Copyright © 2015 Elsevier Ltd. All rights reserved.
Siegrist, Michael; Connor, Melanie; Keller, Carmen
2012-08-01
In 2005, Swiss citizens endorsed a moratorium on gene technology, resulting in the prohibition of the commercial cultivation of genetically modified crops and the growth of genetically modified animals until 2013. However, scientific research was not affected by this moratorium, and in 2008, GMO field experiments were conducted that allowed us to examine the factors that influence their acceptance by the public. In this study, trust and confidence items were analyzed using principal component analysis. The analysis revealed the following three factors: "economy/health and environment" (value similarity based trust), "trust and honesty of industry and scientists" (value similarity based trust), and "competence" (confidence). The results of a regression analysis showed that all the three factors significantly influenced the acceptance of GM field experiments. Furthermore, risk communication scholars have suggested that fairness also plays an important role in the acceptance of environmental hazards. We, therefore, included measures for outcome fairness and procedural fairness in our model. However, the impact of fairness may be moderated by moral conviction. That is, fairness may be significant for people for whom GMO is not an important issue, but not for people for whom GMO is an important issue. The regression analysis showed that, in addition to the trust and confidence factors, moral conviction, outcome fairness, and procedural fairness were significant predictors. The results suggest that the influence of procedural fairness is even stronger for persons having high moral convictions compared with persons having low moral convictions. © 2012 Society for Risk Analysis.
Simplify Volleying through Modified Game Play
ERIC Educational Resources Information Center
Beaudet, Bob; Grube, Dan
2005-01-01
Volleyball, by its very nature, is a difficult game to play. Players at all ages have a hard time hitting the ball to their intended targets, resulting in rallies that rarely last more than one or two hits. The resulting game, then, is slow paced and boring, with a lot of standing around and little activity time. In an attempt to ease the…
ERIC Educational Resources Information Center
Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano
2010-01-01
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…
Designing for Humans in Autonomous Systems: Military Applications
2014-01-01
attentional control, and gaming experience are important determinants of how well humans interact with agents supervising multiple assets . 6 4...mission performance, operator workload, trust, SA, and, most important , how they affected human safety. The initial experiments were conducted in a...that humans can also play an important role by being able to identify these objects (perception by proxy). Therefore, human involvement is useful
Multiple gossip statements and their effect on reputation and trustworthiness.
Sommerfeld, Ralf D; Krambeck, Hans-Jürgen; Milinski, Manfred
2008-11-07
Empirical and theoretical evidence from various disciplines indicates that reputation, reputation building and trust are important for human cooperation, social behaviour and economic progress. Recently, it has been shown that reputation gained in games of indirect reciprocity can be transmitted by gossip. But it has also been shown that gossiping has a strong manipulative potential. We propose that this manipulative potential is alleviated by the abundance of gossip. Multiple gossip statements give a better picture of the actual behaviour of a person, and thus inaccurate or fake gossip has little power as long as it is in the minority. In addition, we investigate the supposedly strong connection between reciprocity, reputation and trust. The results of this experimental study (with 11 groups of 12 students each) document that gossip quantity helps to direct cooperation towards cooperators. Moreover, reciprocity, trust and reputations transferred via gossip are positively correlated. This interrelation might have helped to reach the high levels of cooperation that can be observed in humans.
Multiple gossip statements and their effect on reputation and trustworthiness
Sommerfeld, Ralf D; Krambeck, Hans-Jürgen; Milinski, Manfred
2008-01-01
Empirical and theoretical evidence from various disciplines indicates that reputation, reputation building and trust are important for human cooperation, social behaviour and economic progress. Recently, it has been shown that reputation gained in games of indirect reciprocity can be transmitted by gossip. But it has also been shown that gossiping has a strong manipulative potential. We propose that this manipulative potential is alleviated by the abundance of gossip. Multiple gossip statements give a better picture of the actual behaviour of a person, and thus inaccurate or fake gossip has little power as long as it is in the minority. In addition, we investigate the supposedly strong connection between reciprocity, reputation and trust. The results of this experimental study (with 11 groups of 12 students each) document that gossip quantity helps to direct cooperation towards cooperators. Moreover, reciprocity, trust and reputations transferred via gossip are positively correlated. This interrelation might have helped to reach the high levels of cooperation that can be observed in humans. PMID:18664435
The role of similarity cues in the development of trust in sources of information about GM food.
Meijnders, Anneloes; Midden, Cees; Olofsson, Anna; Ohman, Susanna; Matthes, Jörg; Bondarenko, Olha; Gutteling, Jan; Rusanen, Maria
2009-08-01
In evaluating complex new technologies, people are usually dependent on information provided by others, for example, experts or journalists, and have to determine whether they can trust these information sources. This article focuses on similarity as the basis for trust. The first experiment (N = 261) confirmed that a journalist writing about genetically modified (GM) food was trusted more when his attitude was congruent with that of his readers. In addition, the experiment showed that this effect was mediated by the perceived similarity of the journalist. The second experiment (N = 172) revealed that trust in a journalist writing about the focal domain of GM food was even influenced by him expressing a congruent attitude in an unrelated domain. This result supports a general similarity account of the congruence effect on trust, as opposed to a confirmatory bias account.
Managing distrust-induced risk with deposit in supply chain contract decisions.
Han, Guanghua; Dong, Ming; Sun, Qi
2014-01-01
This paper studies the trust issue in a two-echelon supply chain information sharing process. In a supply chain, the retailer reports the forecasted demand to the supplier. Traditionally, the supplier's trust in the retailer's reported information is based on the retailer's reputation. However, this paper considers that trust is random and is also affected by the reputation and the demand gap. The supplier and retailer have been shown to have different evaluations regarding the degree of trust. Furthermore, distrust is inherently linked to perceived risk. To mitigate perceived risk, a two-stage decision process with an unpayback deposit contract is proposed. At the first stage, the supplier and the retailer negotiate the deposit contract. At the second stage, a Stackelberg game is used to determine the retailer's reported demand and the supplier's production quantity. We show that the deposits from the retailer's and supplier's perspectives are different. When the retailer's reported demand is equal to the supplier's forecasted demand, the retailer's evaluation of the deposit is more than that of supplier's. When the retailer's reported demand is equal to the retailer's forecasted demand, the deposit from the retailer's perspective is at the lowest level.
Managing Distrust-Induced Risk with Deposit in Supply Chain Contract Decisions
Han, Guanghua; Dong, Ming; Sun, Qi
2014-01-01
This paper studies the trust issue in a two-echelon supply chain information sharing process. In a supply chain, the retailer reports the forecasted demand to the supplier. Traditionally, the supplier's trust in the retailer's reported information is based on the retailer's reputation. However, this paper considers that trust is random and is also affected by the reputation and the demand gap. The supplier and retailer have been shown to have different evaluations regarding the degree of trust. Furthermore, distrust is inherently linked to perceived risk. To mitigate perceived risk, a two-stage decision process with an unpayback deposit contract is proposed. At the first stage, the supplier and the retailer negotiate the deposit contract. At the second stage, a Stackelberg game is used to determine the retailer's reported demand and the supplier's production quantity. We show that the deposits from the retailer's and supplier's perspectives are different. When the retailer's reported demand is equal to the supplier's forecasted demand, the retailer's evaluation of the deposit is more than that of supplier's. When the retailer's reported demand is equal to the retailer's forecasted demand, the deposit from the retailer's perspective is at the lowest level. PMID:25054190
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2013-05-17
... SECURITIES AND EXCHANGE COMMISSION [Release No. 34-69562; File No. SR-DTC-2013-01] Self-Regulatory Organizations; The Depository Trust Company; Order Approving Proposed Rule Change To Modify Its Practice Regarding the Collection of Participants' Required Participants Fund Deposits May 13, 2013. I. Introduction On March 20, 2013, The Depository...
McLaughlin, Megan M; Simonson, Louis; Zou, Xia; Ling, Li; Tucker, Joseph D
2015-01-01
Patient trust in physicians is a critical determinant of health seeking behaviors, medication adherence, and health outcomes. A crisis of interpersonal trust exists in China, extending throughout multiple social spheres, including the healthcare system. At the same time, with increased migration from Africa to China in the last two decades, Chinese physicians must establish mutual trust with an increasingly diverse patient population. We undertook a qualitative study to identify factors affecting African migrants' trust in Chinese physicians and to identify potential mechanisms for promoting trust. We conducted semi-structured, in-depth interviews with 40 African migrants in Guangzhou, China. A modified version of the social ecological model was used as a theoretical framework. At the patient-physician level, interpersonal treatment, technical competence, perceived commitment and motive, and language concordance were associated with enhanced trust. At the health system level, two primary factors influenced African migrants' trust in their physicians: the fee-for-service payment system and lack of continuity with any one physician. Patients' social networks and the broader socio-cultural context of interactions between African migrants and Chinese locals also influenced patients' trust of their physicians. These findings demonstrate the importance of factors beyond the immediate patient-physician interaction and suggest opportunities to promote trust through health system interventions.
Lim, Sohye; Lee, Jong-Eun Roselyn
2009-02-01
This study examines how task types (violent vs. nonviolent) and social contexts (solo vs. collaborative) affect physiological arousal in multiplayer online gaming. Our results show that social contexts modify the effects of violent game tasks on arousal. When compared with solo play, collaborative play led to a significant decrease in arousal in response to violent tasks, while leading to a slight increase for nonviolent tasks. The findings point to the importance of understanding how social contexts of game playing shape psychological experiences in multiplayer online games.
The Role of Prosocialness and Trust in the Consumption of Water as a Limited Resource.
Cuadrado, Esther; Tabernero, Carmen; García, Rocío; Luque, Bárbara; Seibert, Jan
2017-01-01
This research analyzes the role of prosocialness and trust in the use of water as a limited resource under situations of competition or cooperation. For this purpose, 107 participants played the role of farmers and made decisions about irrigating their fields in the web-based multiplayer game Irrigania. Before the simulation exercise, participants' prosocialness and trust levels were evaluated and they were randomly assigned to an experimental condition (competition or cooperation). Repeated measures analysis, using the 10 fields and the experimental conditions as factors, showed that, in the cooperation condition, farmers and their villages used a less selfish strategy to cultivate their fields, which produced greater benefits. Under competition, benefits to farmers and their villages were reduced over time. Mediational analysis shows that the selfish irrigation strategy fully mediated the relationship between prosocialness and accumulated profits; prosocial individuals choose less selfish irrigation strategies and, in turn, accumulated more benefit. Moreover, moderation analysis shows that trust moderated the link between prosocialness and water use strategy by strengthening the negative effect of prosocialness on selection of selfish strategies. The implications of these results highlight the importance of promoting the necessary trust to develop prosocial strategies in collectives; therefore, the efficacy of interventions, such as the creation of cooperative educational contexts or organization of collective actions with groups affected by water scarcity, are discussed.
The Role of Prosocialness and Trust in the Consumption of Water as a Limited Resource
Cuadrado, Esther; Tabernero, Carmen; García, Rocío; Luque, Bárbara; Seibert, Jan
2017-01-01
This research analyzes the role of prosocialness and trust in the use of water as a limited resource under situations of competition or cooperation. For this purpose, 107 participants played the role of farmers and made decisions about irrigating their fields in the web-based multiplayer game Irrigania. Before the simulation exercise, participants’ prosocialness and trust levels were evaluated and they were randomly assigned to an experimental condition (competition or cooperation). Repeated measures analysis, using the 10 fields and the experimental conditions as factors, showed that, in the cooperation condition, farmers and their villages used a less selfish strategy to cultivate their fields, which produced greater benefits. Under competition, benefits to farmers and their villages were reduced over time. Mediational analysis shows that the selfish irrigation strategy fully mediated the relationship between prosocialness and accumulated profits; prosocial individuals choose less selfish irrigation strategies and, in turn, accumulated more benefit. Moreover, moderation analysis shows that trust moderated the link between prosocialness and water use strategy by strengthening the negative effect of prosocialness on selection of selfish strategies. The implications of these results highlight the importance of promoting the necessary trust to develop prosocial strategies in collectives; therefore, the efficacy of interventions, such as the creation of cooperative educational contexts or organization of collective actions with groups affected by water scarcity, are discussed. PMID:28533760
[A prediction model for internet game addiction in adolescents: using a decision tree analysis].
Kim, Ki Sook; Kim, Kyung Hee
2010-06-01
This study was designed to build a theoretical frame to provide practical help to prevent and manage adolescent internet game addiction by developing a prediction model through a comprehensive analysis of related factors. The participants were 1,318 students studying in elementary, middle, and high schools in Seoul and Gyeonggi Province, Korea. Collected data were analyzed using the SPSS program. Decision Tree Analysis using the Clementine program was applied to build an optimum and significant prediction model to predict internet game addiction related to various factors, especially parent related factors. From the data analyses, the prediction model for factors related to internet game addiction presented with 5 pathways. Causative factors included gender, type of school, siblings, economic status, religion, time spent alone, gaming place, payment to Internet café, frequency, duration, parent's ability to use internet, occupation (mother), trust (father), expectations regarding adolescent's study (mother), supervising (both parents), rearing attitude (both parents). The results suggest preventive and managerial nursing programs for specific groups by path. Use of this predictive model can expand the role of school nurses, not only in counseling addicted adolescents but also, in developing and carrying out programs with parents and approaching adolescents individually through databases and computer programming.
Are groups more rational than individuals? A review of interactive decision making in groups.
Kugler, Tamar; Kausel, Edgar E; Kocher, Martin G
2012-07-01
Many decisions are interactive; the outcome of one party depends not only on its decisions or on acts of nature but also on the decisions of others. Standard game theory assumes that individuals are rational, self-interested decision makers-that is, decision makers are selfish, perfect calculators, and flawless executors of their strategies. A myriad of studies shows that these assumptions are problematic, at least when examining decisions made by individuals. In this article, we review the literature of the last 25 years on decision making by groups. Researchers have compared the strategic behavior of groups and individuals in many games: prisoner's dilemma, dictator, ultimatum, trust, centipede and principal-agent games, among others. Our review suggests that results are quite consistent in revealing that group decisions are closer to the game-theoretic assumption of rationality than individual decisions. Given that many real-world decisions are made by groups, it is possible to argue that standard game theory is a better descriptive model than previously believed by experimental researchers. We conclude by discussing future research avenues in this area. WIREs Cogn Sci 2012, 3:471-482. doi: 10.1002/wcs.1184 For further resources related to this article, please visit the WIREs website. Copyright © 2012 John Wiley & Sons, Ltd.
ERIC Educational Resources Information Center
Rokosz, Francis M.
1981-01-01
Standard sports rules can be altered to improve the game for intramural participants. These changes may improve players' attitudes, simplify rules for officials, and add safety features to a game. Specific rule modifications are given for volleyball, football, softball, floor hockey, basketball, and soccer. (JN)
Corr, Philip J; Hargreaves Heap, Shaun P; Seger, Charles R; Tsutsui, Kei
2015-01-01
Is parochial altruism an attribute of individual behavior? This is the question we address with an experiment. We examine whether the individual pro-sociality that is revealed in the public goods and trust games when interacting with fellow group members helps predict individual parochialism, as measured by the in-group bias (i.e., the difference in these games in pro-sociality when interacting with own group members as compared with members of another group). We find that it is not. An examination of the Big-5 personality predictors of each behavior reinforces this result: they are different. In short, knowing how pro-social individuals are with respect to fellow group members does not help predict their parochialism.
Pitula, Clio E.; Wenner, Jennifer A.; Gunnar, Megan R.; Thomas, Kathleen M.
2015-01-01
Chronic parental maltreatment has been associated with lower levels of interpersonal trust, and depriving environments have been shown to predict shortsighted, risk-averse decision-making. The present study examined whether a circumscribed period of adverse care occurring only early in life was associated with biases in trust behavior. Fifty-three post-institutionalized (PI) youth, adopted internationally on average by one year of age, and 33 never-institutionalized, non-adopted youth (M age = 12.9 years) played a trust game. Participants decided whether or not to share coins with a different anonymous peer in each trial with the potential to receive a larger number of coins in return. Trials were presented in blocks that varied in the degree to which the peers behaved in a trustworthy (reciprocal) or untrustworthy (non-reciprocal) manner. A comparison condition consisted of a computerized lottery with the same choices and probabilistic risk as the peer trials. Non-adopted comparison youth showed a tendency to share more with peers than to invest in the lottery and tended to maintain their level of sharing across trials despite experiencing trials in which peers failed to reciprocate. In contrast, PI children, particularly those who were adopted over a year of age, shared less with peers than they invested in the lottery and quickly adapted their sharing behavior to peers' responses. These results suggest that PI youth were more mistrusting, more sensitive to both defection and reciprocation, and potentially more accurate in their trusting decisions than comparison youth. Results support the presence of a sensitive period for the development of trust in others, whereby conditions early in life may set long-term biases in decision-making. PMID:27089448
Pitula, Clio E; Wenner, Jennifer A; Gunnar, Megan R; Thomas, Kathleen M
2017-05-01
Chronic parental maltreatment has been associated with lower levels of interpersonal trust, and depriving environments have been shown to predict short-sighted, risk-averse decision-making. The present study examined whether a circumscribed period of adverse care occurring only early in life was associated with biases in trust behavior. Fifty-three post-institutionalized (PI) youth, adopted internationally on average by 1 year of age, and 33 never-institutionalized, non-adopted youth (M age = 12.9 years) played a trust game. Participants decided whether or not to share coins with a different anonymous peer in each trial with the potential to receive a larger number of coins in return. Trials were presented in blocks that varied in the degree to which the peers behaved in a trustworthy (reciprocal) or untrustworthy (non-reciprocal) manner. A comparison condition consisted of a computerized lottery with the same choices and probabilistic risk as the peer trials. Non-adopted comparison youth showed a tendency to share more with peers than to invest in the lottery and tended to maintain their level of sharing across trials despite experiencing trials in which peers failed to reciprocate. In contrast, PI children, particularly those who were adopted over 1 year of age, shared less with peers than they invested in the lottery and quickly adapted their sharing behavior to peers' responses. These results suggest that PI youth were more mistrusting, more sensitive to both defection and reciprocation, and potentially more accurate in their trusting decisions than comparison youth. Results support the presence of a sensitive period for the development of trust in others, whereby conditions early in life may set long-term biases in decision-making. © 2016 John Wiley & Sons Ltd.
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... DEPARTMENT OF LABOR Office of Labor-Management Standards 29 CFR Part 403 RIN 1215--AB75; 1245--AA02 Rescission of Form T-1, Trust Annual Report; Requiring Subsidiary Organization Reporting on the Form LM-2, Labor Organization Annual Report; Modifying Subsidiary Organization Reporting on the Form LM-3, Labor Organization Annual Report; LMRDA...
Helping Video Games Rewire "Our Minds"
NASA Technical Reports Server (NTRS)
Pope, Alan T.; Palsson, Olafur S.
2001-01-01
Biofeedback-modulated video games are games that respond to physiological signals as well as mouse, joystick or game controller input; they embody the concept of improving physiological functioning by rewarding specific healthy body signals with success at playing a video game. The NASA patented biofeedback-modulated game method blends biofeedback into popular off-the- shelf video games in such a way that the games do not lose their entertainment value. This method uses physiological signals (e.g., electroencephalogram frequency band ratio) not simply to drive a biofeedback display directly, or periodically modify a task as in other systems, but to continuously modulate parameters (e.g., game character speed and mobility) of a game task in real time while the game task is being performed by other means (e.g., a game controller). Biofeedback-modulated video games represent a new generation of computer and video game environments that train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies are poised to exploit the revolution in interactive multimedia home entertainment for the personal improvement, not just the diversion, of the user.
Gossip Versus Punishment: The Efficiency of Reputation to Promote and Maintain Cooperation.
Wu, Junhui; Balliet, Daniel; Van Lange, Paul A M
2016-04-04
Prior theory suggests that reputation spreading (e.g., gossip) and punishment are two key mechanisms to promote cooperation in groups, but no behavioral research has yet examined their relative effectiveness and efficiency in promoting and maintaining cooperation. To examine these issues, we observed participants interacting in a four-round public goods game (PGG) with or without gossip and punishment options, and a subsequent two-round trust game (TG). We manipulated gossip as the option to send notes about other group members to these members' future partners, and punishment as the option to assign deduction points to reduce other group members' outcomes with a fee-to-fine ratio of 1:3. Findings revealed that in the four-round PGG, the option to gossip increased both cooperation and individual earnings, whereas the option to punish had no overall effect on cooperation (but a positive effect on cooperation in the last two rounds of the PGG) and significantly decreased individual earnings. Importantly, the initial option to gossip made people more trusting and trustworthy in the subsequent TG when gossip was no longer possible, compared to the no-gossip condition. Thus, we provide some initial evidence that gossip may be more effective and efficient than punishment to promote and maintain cooperation.
Gossip Versus Punishment: The Efficiency of Reputation to Promote and Maintain Cooperation
Wu, Junhui; Balliet, Daniel; Van Lange, Paul A. M.
2016-01-01
Prior theory suggests that reputation spreading (e.g., gossip) and punishment are two key mechanisms to promote cooperation in groups, but no behavioral research has yet examined their relative effectiveness and efficiency in promoting and maintaining cooperation. To examine these issues, we observed participants interacting in a four-round public goods game (PGG) with or without gossip and punishment options, and a subsequent two-round trust game (TG). We manipulated gossip as the option to send notes about other group members to these members’ future partners, and punishment as the option to assign deduction points to reduce other group members’ outcomes with a fee-to-fine ratio of 1:3. Findings revealed that in the four-round PGG, the option to gossip increased both cooperation and individual earnings, whereas the option to punish had no overall effect on cooperation (but a positive effect on cooperation in the last two rounds of the PGG) and significantly decreased individual earnings. Importantly, the initial option to gossip made people more trusting and trustworthy in the subsequent TG when gossip was no longer possible, compared to the no-gossip condition. Thus, we provide some initial evidence that gossip may be more effective and efficient than punishment to promote and maintain cooperation. PMID:27039896
The effect of oxytocin on group formation and strategic thinking in men.
Aydogan, Gökhan; Jobst, Andrea; Loy, Fabian; Dehning, Sandra; Zill, Peter; Müller, Norbert; Kocher, Martin
2018-04-01
Decision-making in groups is a remarkable and decisive element of human societies. Humans are able to organize themselves in groups, engage in collaborative decision-making processes and arrive at a binding agreement, even in the absence of unanimous consent. However, the transfer of decision-making autonomy requires a willingness to deliberately expose oneself to the decisions of others. A lack of trust in the abilities of others or of the underlying decision-making process, i.e. public trust, can lead to a breakdown of organizations in political or economic domains. Recent studies indicate that the biological basis of trust on an individual level is related to Oxytocin, an endogenous neuropeptide and hormone, which is also associated with pro-social behavior and positive conflict resolution. However, little is known about the effects of Oxytocin on the inclination of individuals to form or join groups and to deliberately engage in collaborative decision-making processes. Here, we show that intranasal administration of Oxytocin (n = 60) compared to placebo (n = 60) in males causes an adverse effect on the choice for forming groups in the presence of a competitive environment. In particular, Oxytocin negatively affects the willingness to work collaboratively in a p-Beauty contest game, whereas the effect is most pronounced for participants with relatively high strategic sophistication. Since our data provide initial evidence that Oxytocin has a positive effect on strategic thinking and performance in the p-Beauty contest game, we argue that the adverse effect on group formation might be rooted in an enhanced strategic sophistication of participants treated with Oxytocin. Copyright © 2018 Elsevier Inc. All rights reserved.
Cisler, Josh M; Bush, Keith; Scott Steele, J; Lenow, Jennifer K; Smitherman, Sonet; Kilts, Clinton D
2015-04-01
Current neurocircuitry models of PTSD focus on the neural mechanisms that mediate hypervigilance for threat and fear inhibition/extinction learning. Less focus has been directed towards explaining social deficits and heightened risk of revictimization observed among individuals with PTSD related to physical or sexual assault. The purpose of the present study was to foster more comprehensive theoretical models of PTSD by testing the hypothesis that assault-related PTSD is associated with behavioral impairments in a social trust and reciprocity task and corresponding alterations in the neural encoding of social learning mechanisms. Adult women with assault-related PTSD (n = 25) and control women (n = 15) completed a multi-trial trust game outside of the MRI scanner. A subset of these participants (15 with PTSD and 14 controls) also completed a social and non-social reinforcement learning task during 3T fMRI. Brain regions that encoded the computationally modeled parameters of value expectation, prediction error, and volatility (i.e., uncertainty) were defined and compared between groups. The PTSD group demonstrated slower learning rates during the trust game and social prediction errors had a lesser impact on subsequent investment decisions. PTSD was also associated with greater encoding of negative expected social outcomes in perigenual anterior cingulate cortex and bilateral middle frontal gyri, and greater encoding of social prediction errors in the left temporoparietal junction. These data suggest mechanisms of PTSD-related deficits in social functioning and heightened risk for re-victimization in assault victims; however, comorbidity in the PTSD group and the lack of a trauma-exposed control group temper conclusions about PTSD specifically. Copyright © 2015 Elsevier Ltd. All rights reserved.
Huang, Ellery Chih-Han; Pu, Christy; Chou, Yiing-Jenq; Huang, Nicole
2018-01-01
Trust in physicians has declined, and surveys of public opinion show a poor level of public trust in physicians. Commodification of health care has been speculated as a plausible driving force. We used cross-national data of 23 countries from the International Social Survey Programme 2011 to quantify health care commodification and study its role in the trust that patients generally place in physicians. A modified health care index was used to quantify health care commodification. There were 34 968 respondents. A question about the level of general trust in physicians and a 4-item “general trust in physicians” scale were used as our major and minor outcomes. The results were that compared with those in the reference countries, the respondents in the health care–commodified countries were approximately half as likely to trust physicians (odds ratio: 0.47, 95% confidence interval [CI]: 0.31-0.72) and scored 1.13 (95% CI: 1.89-0.37) less on the general trust scale. However, trust in physicians in the health care–decommodified countries did not differ from that in the reference countries. In conclusion, health care commodification may play a meaningful role in the deterioration of public trust in physicians. PMID:29502479
Feng, Renjian; Xu, Xiaofeng; Zhou, Xiang; Wan, Jiangwen
2011-01-01
For wireless sensor networks (WSNs), many factors, such as mutual interference of wireless links, battlefield applications and nodes exposed to the environment without good physical protection, result in the sensor nodes being more vulnerable to be attacked and compromised. In order to address this network security problem, a novel trust evaluation algorithm defined as NBBTE (Node Behavioral Strategies Banding Belief Theory of the Trust Evaluation Algorithm) is proposed, which integrates the approach of nodes behavioral strategies and modified evidence theory. According to the behaviors of sensor nodes, a variety of trust factors and coefficients related to the network application are established to obtain direct and indirect trust values through calculating weighted average of trust factors. Meanwhile, the fuzzy set method is applied to form the basic input vector of evidence. On this basis, the evidence difference is calculated between the indirect and direct trust values, which link the revised D-S evidence combination rule to finally synthesize integrated trust value of nodes. The simulation results show that NBBTE can effectively identify malicious nodes and reflects the characteristic of trust value that 'hard to acquire and easy to lose'. Furthermore, it is obvious that the proposed scheme has an outstanding advantage in terms of illustrating the real contribution of different nodes to trust evaluation.
Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization Challenges
Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc
2013-01-01
The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/. PMID:23483961
Game on, science - how video game technology may help biologists tackle visualization challenges.
Lv, Zhihan; Tek, Alex; Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc
2013-01-01
The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/.
Re-Purposing Commercial Entertainment Software for Military Use
2000-09-01
and simulation needs of the military can be awkward or impossible. Video games are designed to be both technologically advanced and flexible in design...We evaluated current games and modified Quake 3 Arena(Q3A) to serve as both an architectural walkthrough and a primitive team trainer. To accomplish...weapons models and characteristics, and overall game play. By re-purposing commercial entertainment software, we have produced a viable military virtual
2007-06-01
Video game -based environments are an increasingly popular medium for training Soldiers. This research investigated how various strategies for...modifying task difficulty over the progression of an instructional video game impact learner performance and motivation. Further, the influence of prior... video game experience on these learning outcomes was examined, as well as the role prior experience played in determining the optimal approach for
Computational Psychometrics in Communication and Implications in Decision Making.
Cipresso, Pietro; Villani, Daniela; Repetto, Claudia; Bosone, Lucia; Balgera, Anna; Mauri, Maurizio; Villamira, Marco; Antonietti, Alessandro; Riva, Giuseppe
2015-01-01
Recent investigations emphasized the role of communication features on behavioral trust and reciprocity in economic decision making but no studies have been focused on the effect of communication on affective states in such a context. Thanks to advanced methods of computational psychometrics, in this study, affective states were deeply examined using simultaneous and synchronized recordings of gazes and psychophysiological signals in 28 female students during an investment game. Results showed that participants experienced different affective states according to the type of communication (personal versus impersonal). In particular, participants involved in personal communication felt more relaxed than participants involved in impersonal communication. Moreover, personal communication influenced reciprocity and participants' perceptions about trust and reciprocity. Findings were interpreted in the light of the Arousal/Valence Model and self-disclosure process.
Computational Psychometrics in Communication and Implications in Decision Making
Repetto, Claudia; Bosone, Lucia; Balgera, Anna; Mauri, Maurizio; Villamira, Marco; Antonietti, Alessandro
2015-01-01
Recent investigations emphasized the role of communication features on behavioral trust and reciprocity in economic decision making but no studies have been focused on the effect of communication on affective states in such a context. Thanks to advanced methods of computational psychometrics, in this study, affective states were deeply examined using simultaneous and synchronized recordings of gazes and psychophysiological signals in 28 female students during an investment game. Results showed that participants experienced different affective states according to the type of communication (personal versus impersonal). In particular, participants involved in personal communication felt more relaxed than participants involved in impersonal communication. Moreover, personal communication influenced reciprocity and participants' perceptions about trust and reciprocity. Findings were interpreted in the light of the Arousal/Valence Model and self-disclosure process. PMID:26339285
Trust-based learning and behaviors for convoy obstacle avoidance
NASA Astrophysics Data System (ADS)
Mikulski, Dariusz G.; Karlsen, Robert E.
2015-05-01
In many multi-agent systems, robots within the same team are regarded as being fully trustworthy for cooperative tasks. However, the assumption of trustworthiness is not always justified, which may not only increase the risk of mission failure, but also endanger the lives of friendly forces. In prior work, we addressed this issue by using RoboTrust to dynamically adjust to observed behaviors or recommendations in order to mitigate the risks of illegitimate behaviors. However, in the simulations in prior work, all members of the convoy had knowledge of the convoy goal. In this paper, only the lead vehicle has knowledge of the convoy goals and the follow vehicles must infer trustworthiness strictly from lead vehicle performance. In addition, RoboTrust could only respond to observed performance and did not dynamically learn agent behavior. In this paper, we incorporate an adaptive agent-specific bias into the RoboTrust algorithm that modifies its trust dynamics. This bias is learned incrementally from agent interactions, allowing good agents to benefit from faster trust growth and slower trust decay and bad agents to be penalized with slower trust growth and faster trust decay. We then integrate this new trust model into a trust-based controller for decentralized autonomous convoy operations. We evaluate its performance in an obstacle avoidance mission, where the convoy attempts to learn the best speed and following distances combinations for an acceptable obstacle avoidance probability.
McLaughlin, Megan M.; Simonson, Louis; Zou, Xia; Ling, Li; Tucker, Joseph D.
2015-01-01
Background Patient trust in physicians is a critical determinant of health seeking behaviors, medication adherence, and health outcomes. A crisis of interpersonal trust exists in China, extending throughout multiple social spheres, including the healthcare system. At the same time, with increased migration from Africa to China in the last two decades, Chinese physicians must establish mutual trust with an increasingly diverse patient population. We undertook a qualitative study to identify factors affecting African migrants’ trust in Chinese physicians and to identify potential mechanisms for promoting trust. Methods / Principal Findings We conducted semi-structured, in-depth interviews with 40 African migrants in Guangzhou, China. A modified version of the social ecological model was used as a theoretical framework. At the patient-physician level, interpersonal treatment, technical competence, perceived commitment and motive, and language concordance were associated with enhanced trust. At the health system level, two primary factors influenced African migrants’ trust in their physicians: the fee-for-service payment system and lack of continuity with any one physician. Patients’ social networks and the broader socio-cultural context of interactions between African migrants and Chinese locals also influenced patients’ trust of their physicians. Conclusions These findings demonstrate the importance of factors beyond the immediate patient-physician interaction and suggest opportunities to promote trust through health system interventions. PMID:25965064
Sripada, Chandra; Angstadt, Michael; Liberzon, Israel; McCabe, Kevin; Phan, K Luan
2013-04-01
Generalized social anxiety disorder (GSAD) is characterized by excessive fear of public scrutiny and reticence in social engagement. Previous studies have probed the neural basis of GSAD often using static, noninteractive stimuli (e.g., face photographs) and have identified dysfunction in fear circuitry. We sought to investigate brain-based dysfunction in GSAD during more real-world, dynamic social interactions, focusing on the role of reward-related regions that are implicated in social decision-making. Thirty-six healthy individuals (healthy control [HC]) and 36 individuals with GSAD underwent functional magnetic resonance imaging (fMRI) scanning while participating in a behavioral economic game ("Trust Game") involving iterative exchanges with fictive partners who acquire differential reputations for reciprocity. We investigated brain responses to reciprocation of trust in one's social partner, and how these brain responses are modulated by partner reputation for repayment. In both HC and GSAD, receipt of reciprocity robustly engaged ventral striatum, a region implicated in reward. In HC, striatal responses to reciprocity were specific to partners who have consistently returned the investment ("cooperative partners"), and were absent for partners who lack a cooperative reputation. In GSAD, modulation of striatal responses by partner reputation was absent. Social anxiety severity predicted diminished responses to cooperative partners. These results suggest abnormalities in GSAD in reward-related striatal mechanisms that may be important for the initiation, valuation, and maintenance of cooperative social relationships. Moreover, this study demonstrates that dynamic, interactive task paradigms derived from economics can help illuminate novel mechanisms of pathology in psychiatric illnesses in which social dysfunction is a cardinal feature. © 2013 Wiley Periodicals, Inc.
Therapeutic games to improve attachment capabilities and protect sexual health.
Beier, Klaus M; Rebensburg, Klaus; Behrmann, Malte
2010-01-01
From the very beginning of life, man's fundamental needs for acceptance, security, trust, warmth and closeness can only be satisfied in relationships [1]. During infancy this is accomplished by body contact and the emotional experience of being taken care of, for instance by the sheltering manner in which an infant is held during breast-feeding. Through this parental loving care the modus of satisfying psychosocial fundamental needs by skin contact is learned by the infant and reinforced on a neuronal level, the way all processes of learning elementary skills generally are. According to present knowledge, chronic lack of security transmitted by frustration of psychosocial fundamental needs increases the probability of developing psychological and physical disorders. Furthermore it hinders overcoming prevailing diseases [2]. In developing therapeutic computer games this phylogenetically established programming for attachment in order to fulfill fundamental psychosocial needs will be the focus of interaction, cognitive triggers and strategic as well as emotional rules to be applied in the games which are designed in a modular way for difficult developmental phases (e.g. adolescence) or various chronic diseases. This is a new approach transferring sexological clinical experience into therapeutic computer games for prevention purposes and protection of sexual health.
Healthcare plans and consumer perceptions of healthcare institutions.
Arboleda-Arango, Ana M
2015-01-01
This study evaluates the effect of healthcare insurance plans on consumer perception of trust in a healthcare institution, and the mediating effect of trust on consumer loyalty towards an institution. The study was conducted at a healthcare institution in Colombia where a total of 841 patients responded to a questionnaire. A structural equation model shows that individuals who have a pre-paid healthcare plan have a stronger evaluation of trust compared to those who hold a regulated healthcare plan (i.e., subsidized and contributory plans). In turn, trust positively predicts consumers' loyalty towards an institution. The relationship between the patients' healthcare plans and their degree of loyalty towards healthcare institutions is completely mediated by their perception of trust towards the institution. A greater perception of trust is explained by having a medical plan that provides consumers with more flexibility, allowing them to select their health provider at a premium price. Although health institutions do not control healthcare regimes, these affect consumers' trust in their service. Institutions cannot modify characteristics of the regime, but they can promote a trustworthy environment to strengthen consumers' loyalty to the institution.
Federal Register 2010, 2011, 2012, 2013, 2014
2011-09-14
... SECURITIES AND EXCHANGE COMMISSION [Release No. 34-65286; File No. SR-DTC-2011-07] Self-Regulatory Organizations; The Depository Trust Company; Notice of Filing of Proposed Rule Change as Modified by Amendment Nos. 1 and 2 Relating to a New Daily Report Subscription for Security Position Reports September 7, 2011. Pursuant to Section 19(b)(1) of...
Earthquake: Game-based learning for 21st century STEM education
NASA Astrophysics Data System (ADS)
Perkins, Abigail Christine
To play is to learn. A lack of empirical research within game-based learning literature, however, has hindered educational stakeholders to make informed decisions about game-based learning for 21st century STEM education. In this study, I modified a research and development (R&D) process to create a collaborative-competitive educational board game illuminating elements of earthquake engineering. I oriented instruction- and game-design principles around 21st century science education to adapt the R&D process to develop the educational game, Earthquake. As part of the R&D, I evaluated Earthquake for empirical evidence to support the claim that game-play results in student gains in critical thinking, scientific argumentation, metacognitive abilities, and earthquake engineering content knowledge. I developed Earthquake with the aid of eight focus groups with varying levels of expertise in science education research, teaching, administration, and game-design. After developing a functional prototype, I pilot-tested Earthquake with teacher-participants (n=14) who engaged in semi-structured interviews after their game-play. I analyzed teacher interviews with constant comparison methodology. I used teachers' comments and feedback from content knowledge experts to integrate game modifications, implementing results to improve Earthquake. I added player roles, simplified phrasing on cards, and produced an introductory video. I then administered the modified Earthquake game to two groups of high school student-participants (n = 6), who played twice. To seek evidence documenting support for my knowledge claim, I analyzed videotapes of students' game-play using a game-based learning checklist. My assessment of learning gains revealed increases in all categories of students' performance: critical thinking, metacognition, scientific argumentation, and earthquake engineering content knowledge acquisition. Players in both student-groups improved mostly in critical thinking, having doubled the number of exhibited instances of critical thinking between games. Players in the first group exhibited about a third more instances of metacognition between games, while players in the second group doubled such instances. Between games, players in both groups more than doubled the number of exhibited instances of using earthquake engineering content knowledge. The student-players expanded use of scientific argumentation for all game-based learning checklist categories. With empirical evidence, I conclude play and learning can connect for successful 21 st century STEM education.
The effect of partner-directed emotion in social exchange decision-making.
Eimontaite, Iveta; Nicolle, Antoinette; Schindler, Igor; Goel, Vinod
2013-01-01
Despite the prevalence of studies examining economic decision-making as a purely rational phenomenon, common sense suggests that emotions affect our decision-making particularly in a social context. To explore the influence of emotions on economic decision-making, we manipulated opponent-directed emotions prior to engaging participants in two social exchange decision-making games (the Trust Game and the Prisoner's Dilemma). Participants played both games with three different (fictional) partners and their tendency to defect was measured. Prior to playing each game, participants exchanged handwritten "essays" with their partners, and subsequently exchanged evaluations of each essay. The essays and evaluations, read by the participant, were designed to induce either anger, sympathy, or a neutral emotional response toward the confederate with whom they would then play the social exchange games. Galvanic skin conductance level (SCL) showed enhanced physiological arousal during anger induction compared to both the neutral and sympathy conditions. In both social exchange games, participants were most likely to defect against their partner after anger induction and least likely to defect after sympathy induction, with the neutral condition eliciting intermediate defection rates. This pattern was found to be strongest in participants exhibiting low cognitive control (as measured by a Go/no-Go task). The findings indicate that emotions felt toward another individual alter how one chooses to interact with them, and that this influence depends both on the specific emotion induced and the cognitive control of the individual.
The effect of partner-directed emotion in social exchange decision-making
Eimontaite, Iveta; Nicolle, Antoinette; Schindler, Igor; Goel, Vinod
2013-01-01
Despite the prevalence of studies examining economic decision-making as a purely rational phenomenon, common sense suggests that emotions affect our decision-making particularly in a social context. To explore the influence of emotions on economic decision-making, we manipulated opponent-directed emotions prior to engaging participants in two social exchange decision-making games (the Trust Game and the Prisoner's Dilemma). Participants played both games with three different (fictional) partners and their tendency to defect was measured. Prior to playing each game, participants exchanged handwritten “essays” with their partners, and subsequently exchanged evaluations of each essay. The essays and evaluations, read by the participant, were designed to induce either anger, sympathy, or a neutral emotional response toward the confederate with whom they would then play the social exchange games. Galvanic skin conductance level (SCL) showed enhanced physiological arousal during anger induction compared to both the neutral and sympathy conditions. In both social exchange games, participants were most likely to defect against their partner after anger induction and least likely to defect after sympathy induction, with the neutral condition eliciting intermediate defection rates. This pattern was found to be strongest in participants exhibiting low cognitive control (as measured by a Go/no-Go task). The findings indicate that emotions felt toward another individual alter how one chooses to interact with them, and that this influence depends both on the specific emotion induced and the cognitive control of the individual. PMID:23898313
ERIC Educational Resources Information Center
Galbraith, Leslie A.; Normand, Matthew P.
2017-01-01
We evaluated the effects of a modified version of the Good Behavior Game (GBG) on the number of steps taken by students during school recess. We divided a class into two teams, and awarded the team with the highest step counts at the end of each game raffle tickets for a school-wide lottery. The GBG was compared to recess periods without the game…
2010-06-01
task difficulty and response correctness on neural systems supporting fluid reasoning. Cognitive Neurodynamics 1 (1): 71-84. Kaplan, J.T., Iacoboni...dynamic influences on decision-making and trust during social interaction. ELICITing Behavior ELICIT is designed to explore social and cognitive ...a person’s own self-awareness in the game experience, (2) their cognitive processes of reasoning, and (3) the modulation of uncertainty that primes
Corr, Philip J.; Hargreaves Heap, Shaun P.; Seger, Charles R.; Tsutsui, Kei
2015-01-01
Is parochial altruism an attribute of individual behavior? This is the question we address with an experiment. We examine whether the individual pro-sociality that is revealed in the public goods and trust games when interacting with fellow group members helps predict individual parochialism, as measured by the in-group bias (i.e., the difference in these games in pro-sociality when interacting with own group members as compared with members of another group). We find that it is not. An examination of the Big-5 personality predictors of each behavior reinforces this result: they are different. In short, knowing how pro-social individuals are with respect to fellow group members does not help predict their parochialism. PMID:26347703
Teaching Striking/Fielding Concepts in Cricket
ERIC Educational Resources Information Center
Turner, Adrian P.
2004-01-01
This article presents activities for developing striking/fielding concepts in modified cricket games. Though not as familiar to American children, cricket is emerging as the second (to soccer) most popular game in the world. The novelty of the skills provides an appropriate learning challenge for all students while reinforcing concepts and…
Interactive Hangman Teaches Amino Acid Structures and Abbreviations
ERIC Educational Resources Information Center
Pennington, Britney O.; Sears, Duane; Clegg, Dennis O.
2014-01-01
We developed an interactive exercise to teach students how to draw the structures of the 20 standard amino acids and to identify the one-letter abbreviations by modifying the familiar game of "Hangman." Amino acid structures were used to represent single letters throughout the game. To provide additional practice in identifying…
Teacher Directed Active Learning Games
ERIC Educational Resources Information Center
Scarlatos, Lori L.; Scarlatos, Tony
2009-01-01
Games are widely recognized for their potential to enhance students' learning. Yet they are only rarely used in classrooms because they cannot be modified to meet the needs of a particular class. This article describes a novel approach to creating educational software that addresses this problem: provide an interface specifically for teachers that…
Ide, Jaime S; Nedic, Sanja; Wong, Kin F; Strey, Shmuel L; Lawson, Elizabeth A; Dickerson, Bradford C; Wald, Lawrence L; La Camera, Giancarlo; Mujica-Parodi, Lilianne R
2018-07-01
Oxytocin (OT) is an endogenous neuropeptide that, while originally thought to promote trust, has more recently been found to be context-dependent. Here we extend experimental paradigms previously restricted to de novo decision-to-trust, to a more realistic environment in which social relationships evolve in response to iterative feedback over twenty interactions. In a randomized, double blind, placebo-controlled within-subject/crossover experiment of human adult males, we investigated the effects of a single dose of intranasal OT (40 IU) on Bayesian expectation updating and reinforcement learning within a social context, with associated brain circuit dynamics. Subjects participated in a neuroeconomic task (Iterative Trust Game) designed to probe iterative social learning while their brains were scanned using ultra-high field (7T) fMRI. We modeled each subject's behavior using Bayesian updating of belief-states ("willingness to trust") as well as canonical measures of reinforcement learning (learning rate, inverse temperature). Behavioral trajectories were then used as regressors within fMRI activation and connectivity analyses to identify corresponding brain network functionality affected by OT. Behaviorally, OT reduced feedback learning, without bias with respect to positive versus negative reward. Neurobiologically, reduced learning under OT was associated with muted communication between three key nodes within the reward circuit: the orbitofrontal cortex, amygdala, and lateral (limbic) habenula. Our data suggest that OT, rather than inspiring feelings of generosity, instead attenuates the brain's encoding of prediction error and therefore its ability to modulate pre-existing beliefs. This effect may underlie OT's putative role in promoting what has typically been reported as 'unjustified trust' in the face of information that suggests likely betrayal, while also resolving apparent contradictions with regard to OT's context-dependent behavioral effects. Copyright © 2018 Elsevier Inc. All rights reserved.
Girls' soccer performance and motivation: games vs technique approach.
Chatzopoulos, Dimitris; Drakou, Amalia; Kotzamanidou, Marina; Tsorbatzoudis, Haralambos
2006-10-01
The purpose of this study was to investigate the effects of the Technique and Games approaches on girls' soccer performance and motivation. The Technique approach focuses on technique instruction using drills, whereas the Games approach places emphasis on tactic instruction with modified games. 37 girls, 12 to 13 years old, were taught 15 soccer lessons by the Technique approach and 35 girls by the Games approach. At the beginning and at the end of the research soccer matches were videotaped and evaluated by Oslin, Mitchell, and Griffin's Game Performance Assessment Instrument. Girls' motivation was assessed on the Intrinsic Motivation Inventory. The Games group had significantly better scores after training on tactical behaviour and intrinsic motivation than the Technique group. There were no significant differences in skill execution between groups trained under the two approaches. Considering the importance of intrinsic motivation for a lifelong, physically active lifestyle, researchers could focus study on the approaches and girls' motivation.
Spatial pattern dynamics due to the fitness gradient flux in evolutionary games.
deForest, Russ; Belmonte, Andrew
2013-06-01
We introduce a nondiffusive spatial coupling term into the replicator equation of evolutionary game theory. The spatial flux is based on motion due to local gradients in the relative fitness of each strategy, providing a game-dependent alternative to diffusive coupling. We study numerically the development of patterns in one dimension (1D) for two-strategy games including the coordination game and the prisoner's dilemma, and in two dimensions (2D) for the rock-paper-scissors game. In 1D we observe modified traveling wave solutions in the presence of diffusion, and asymptotic attracting states under a frozen-strategy assumption without diffusion. In 2D we observe spiral formation and breakup in the frozen-strategy rock-paper-scissors game without diffusion. A change of variables appropriate to replicator dynamics is shown to correctly capture the 1D asymptotic steady state via a nonlinear diffusion equation.
Spatial pattern dynamics due to the fitness gradient flux in evolutionary games
NASA Astrophysics Data System (ADS)
deForest, Russ; Belmonte, Andrew
2013-06-01
We introduce a nondiffusive spatial coupling term into the replicator equation of evolutionary game theory. The spatial flux is based on motion due to local gradients in the relative fitness of each strategy, providing a game-dependent alternative to diffusive coupling. We study numerically the development of patterns in one dimension (1D) for two-strategy games including the coordination game and the prisoner's dilemma, and in two dimensions (2D) for the rock-paper-scissors game. In 1D we observe modified traveling wave solutions in the presence of diffusion, and asymptotic attracting states under a frozen-strategy assumption without diffusion. In 2D we observe spiral formation and breakup in the frozen-strategy rock-paper-scissors game without diffusion. A change of variables appropriate to replicator dynamics is shown to correctly capture the 1D asymptotic steady state via a nonlinear diffusion equation.
The Aging Game: improving medical students' attitudes toward caring for the elderly.
Varkey, Prathibha; Chutka, Darryl S; Lesnick, Timothy G
2006-05-01
The objective of this study was to evaluate the effectiveness of a modified aging game to enhance medical students' attitudes toward caring for elderly patients, enhance empathy for elderly patients, and improve general attitudes toward the elderly. Preintervention and postintervention study All 84 students from 2 first-year medical school classes The aging game takes place over a period of 3 hours with a group of 10 to 12 students and 5 to 6 facilitators, and includes experiential learning about polypharmacy, medication cost, loss of functional status, semi-independent living, and living in a long-term care facility. Scores obtained through a modified Maxwell and Sullivan questionnaire, and the Aging Semantic Differential (ASD). There was a statistically significant improvement in 6 of the 8 attitudes toward caring for elderly and a statistically significant increase in empathy towards elderly patients following the aging game. There was a statistically significant change on 23 out of 32 ASD questions. There was no evidence of differences in the scores from pre-course to post-course by gender age group, interest in Family/Internal Medicine, or prior geriatric experience. Following the game, 77 (93%) of the students said they would take the course if not mandatory (P = .0001). A majority stated the aging game added significantly (61.5%) or moderately (37.3%) to their knowledge and skills in patient care for the elderly. A simulation experience like the aging game is an effective method of increasing the empathy and attitudes toward caring for the elderly early in the medical school curriculum. Longitudinal assessment of the effect of the aging game in maintaining the positive effect on empathy and attitudes toward caring for the elderly and especially in clinical practice needs to be done.
Trust-Based Collaborative Control for Teams on Communication Networks
2012-02-11
Das, F.L. Lewis, and K . Subbarao , “Sliding Mode Approach to Control Quadrotor Using Dynamic Inversion," in Challenges and Paradigms in Applied Robust... b . ABSTRACT c. THIS PAGE 19b. TELEPHONE NUMBER (include area code) Standard Form 298 (Re . 8-98) v Prescribed by ANSI Std. Z39.18 11...Game Solutions In our work with students Draguna Vrabie and K . Vamvoudakis cited below we have developed new algorithms and theory for solving
Development of TRAX I: A Tank Platoon Game Modifying Dunn-Kempf
1985-07-01
based on current doctrine. A major impediment to training with Dunn-Kempf derives from the free - play two-sided structure of the game. The STXs and...mission segment. In a free - play game, the occurrence of a requirement to perform any particular task cannot be guaranteed, and the course of play can vary...several respects: (a) they allow platoon and/or company team operations, (b) they involve two-sided free play by multiple players, (c) they include the
Huber, Meghan; Rabin, Bryan; Docan, Ciprian; Burdea, Grigore C; AbdelBaky, Moustafa; Golomb, Meredith R
2010-03-01
The convergence of game technology, the Internet, and rehabilitation science forms the second-generation virtual rehabilitation framework. This paper presents the first pilot study designed to look at the feasibility of at-home use of gaming technology adapted to address hand impairments in adolescents with hemiplegia due to perinatal stroke or intraventricular hemorrhage. Three participants trained at home for approximately 30 min/day, several days a week, for six to ten months. During therapy, they wore a fifths dimension technologies ultra sensing glove and played custom-developed Java 3D games on a modified PlayStation 3. The games were designed to accommodate the participants' limited range of motion, and to improve finger range and speed of motion. Trials took place in Indiana, while monitoFring/data storage took place at Rutgers Tele-Rehabilitation Institute (New Jersey). Significant improvements in finger range of motion (as measured by the sensing glove) were associated with self- and family-reported improvements in activities of daily living. In online subjective evaluations, participants indicated that they liked the system ease of use, clarity of instructions, and appropriate length of exercising. Other telerehabilitation studies are compared to this study and its technology challenges. Directions for future research are included.
Fingerstroke time estimates for touchscreen-based mobile gaming interaction.
Lee, Ahreum; Song, Kiburm; Ryu, Hokyoung Blake; Kim, Jieun; Kwon, Gyuhyun
2015-12-01
The growing popularity of gaming applications and ever-faster mobile carrier networks have called attention to an intriguing issue that is closely related to command input performance. A challenging mirroring game service, which simultaneously provides game service to both PC and mobile phone users, allows them to play games against each other with very different control interfaces. Thus, for efficient mobile game design, it is essential to apply a new predictive model for measuring how potential touch input compares to the PC interfaces. The present study empirically tests the keystroke-level model (KLM) for predicting the time performance of basic interaction controls on the touch-sensitive smartphone interface (i.e., tapping, pointing, dragging, and flicking). A modified KLM, tentatively called the fingerstroke-level model (FLM), is proposed using time estimates on regression models. Copyright © 2015 Elsevier B.V. All rights reserved.
Práxedes, Alba; Moreno, Alberto; Gil-Arias, Alexander; Claver, Fernando; Del Villar, Fernando
2018-01-01
To optimize players' tactical abilities, coaches need to design training sessions with representative learning tasks, such as, small-sided games. Moreover, it is necessary to adapt the complexity of the tasks to the skill level of the athletes to maximally improve their perceptual, visual and attentive abilities. The objective of this study was to analyze the effect of two teaching programs, each utilizing modified games with varied levels of opposition, on decision-making and action execution in young players with different levels of sports expertise. 19 football players (U12), separated into two ability groups (Average versus Low skill-level), participated in a series of training sessions that were spread over 4 phases: Pre-intervention 1, Intervention 1 (teaching program based on modified games with numerical superiority in attack), Pre-intervention 2 and Intervention 2 (teaching program based on modified games with numerical equality). Each intervention phase lasted 14 sessions. Decision-making and the execution of pass action during league matches over the same period were evaluated using the Game Performance Evaluation Tool (GPET). The Average skill-level group showed significant differences after the first intervention in decision-making and execution of the pass action (decision-making, p = .015; execution, p = .031), but not after the second intervention (decision-making, p = 1.000; execution, p = 1.000). For the Low skill-level group, significant differences were only observed in the execution of passing between the first and last phases (p = .014). These findings seem to indicate that for groups with an average level of expertise, training with numerical superiority in attack provides players with more time to make better decisions and to better execute actions. However, for lower-level groups programs may take longer to facilitate improvement. Nevertheless, numerical equality did not result in improvement for either group.
Active Player Modeling in the Iterated Prisoner's Dilemma
Park, Hyunsoo; Kim, Kyung-Joong
2016-01-01
The iterated prisoner's dilemma (IPD) is well known within the domain of game theory. Although it is relatively simple, it can also elucidate important problems related to cooperation and trust. Generally, players can predict their opponents' actions when they are able to build a precise model of their behavior based on their game playing experience. However, it is difficult to make such predictions based on a limited number of games. The creation of a precise model requires the use of not only an appropriate learning algorithm and framework but also a good dataset. Active learning approaches have recently been introduced to machine learning communities. The approach can usually produce informative datasets with relatively little effort. Therefore, we have proposed an active modeling technique to predict the behavior of IPD players. The proposed method can model the opponent player's behavior while taking advantage of interactive game environments. This experiment used twelve representative types of players as opponents, and an observer used an active modeling algorithm to model these opponents. This observer actively collected data and modeled the opponent's behavior online. Most of our data showed that the observer was able to build, through direct actions, a more accurate model of an opponent's behavior than when the data were collected through random actions. PMID:26989405
Active Player Modeling in the Iterated Prisoner's Dilemma.
Park, Hyunsoo; Kim, Kyung-Joong
2016-01-01
The iterated prisoner's dilemma (IPD) is well known within the domain of game theory. Although it is relatively simple, it can also elucidate important problems related to cooperation and trust. Generally, players can predict their opponents' actions when they are able to build a precise model of their behavior based on their game playing experience. However, it is difficult to make such predictions based on a limited number of games. The creation of a precise model requires the use of not only an appropriate learning algorithm and framework but also a good dataset. Active learning approaches have recently been introduced to machine learning communities. The approach can usually produce informative datasets with relatively little effort. Therefore, we have proposed an active modeling technique to predict the behavior of IPD players. The proposed method can model the opponent player's behavior while taking advantage of interactive game environments. This experiment used twelve representative types of players as opponents, and an observer used an active modeling algorithm to model these opponents. This observer actively collected data and modeled the opponent's behavior online. Most of our data showed that the observer was able to build, through direct actions, a more accurate model of an opponent's behavior than when the data were collected through random actions.
Diverging effects of clean versus dirty money on attitudes, values, and interpersonal behavior.
Yang, Qing; Wu, Xiaochang; Zhou, Xinyue; Mead, Nicole L; Vohs, Kathleen D; Baumeister, Roy F
2013-03-01
Does the cue of money lead to selfish, greedy, exploitative behaviors or to fairness, exchange, and reciprocity? We found evidence for both, suggesting that people have both sets of meaningful associations, which can be differentially activated by exposure to clean versus dirty money. In a field experiment at a farmers' market, vendors who handled dirty money subsequently cheated customers, whereas those who handled clean money gave fair value (Experiment 1). In laboratory studies with economic games, participants who had previously handled and counted dirty money tended toward selfish, unfair practices-unlike those who had counted clean money or dirty paper, both of which led to fairness and reciprocity. These patterns were found with the trust game (Experiment 2), the prisoner's dilemma (Experiment 4), the ultimatum game (Experiment 5), and the dictator game (Experiment 6). Cognitive measures indicated that exposure to dirty money lowered moral standards (Experiment 3) and reduced positive attitudes toward fairness and reciprocity (Experiments 6-7), whereas exposure to clean money had the opposite effects. Thus, people apparently have 2 contradictory sets of associations (including behavioral tendencies) to money, which is a complex, powerful, and ubiquitous aspect of human social life and cultural organization. PsycINFO Database Record (c) 2013 APA, all rights reserved
Güroğlu, Berna; van den Bos, Wouter; Crone, Eveline A.
2014-01-01
In this study we use economic exchange games to examine the development of prosocial behavior in the form of sharing and giving in social interactions with peers across adolescence. Participants from four age groups (9-, 12-, 15-, and 18-year-olds, total N = 119) played three types of distribution games and the Trust game with four different interaction partners: friends, antagonists, neutral classmates, and anonymous peers. Nine- and 12-year-olds showed similar levels of prosocial behavior to all interaction partners, whereas older adolescents showed increasing differentiation in prosocial behavior depending on the relation with peers, with most prosocial behavior toward friends. The age related increase in non-costly prosocial behavior toward friends was mediated by self-reported perspective-taking skills. Current findings extend existing evidence on the developmental patterns of fairness considerations from childhood into late adolescence. Together, we show that adolescents are increasingly better at incorporating social context into decision-making. Our findings further highlight the role of friendships as a significant social context for the development of prosocial behavior in early adolescence. PMID:24782796
Güroğlu, Berna; van den Bos, Wouter; Crone, Eveline A
2014-01-01
In this study we use economic exchange games to examine the development of prosocial behavior in the form of sharing and giving in social interactions with peers across adolescence. Participants from four age groups (9-, 12-, 15-, and 18-year-olds, total N = 119) played three types of distribution games and the Trust game with four different interaction partners: friends, antagonists, neutral classmates, and anonymous peers. Nine- and 12-year-olds showed similar levels of prosocial behavior to all interaction partners, whereas older adolescents showed increasing differentiation in prosocial behavior depending on the relation with peers, with most prosocial behavior toward friends. The age related increase in non-costly prosocial behavior toward friends was mediated by self-reported perspective-taking skills. Current findings extend existing evidence on the developmental patterns of fairness considerations from childhood into late adolescence. Together, we show that adolescents are increasingly better at incorporating social context into decision-making. Our findings further highlight the role of friendships as a significant social context for the development of prosocial behavior in early adolescence.
Reflection does not undermine self-interested prosociality
Rand, David G.; Kraft-Todd, Gordon T.
2014-01-01
The cognitive basis of prosocial behavior has received considerable recent attention. Previous work using economic games has found that in social dilemmas, intuitive decisions are more prosocial on average. The Social Heuristics Hypothesis (SHH) explains this result by contending that strategies which are successful in daily life become automatized as intuitions. Deliberation then causes participants to adjust to the self-interested strategy in the specific setting at hand. Here we provide further evidence for the SHH by confirming several predictions regarding when and for whom time pressure/delay will and will not alter contributions in a Public Goods Game (PGG). First, we replicate and extend previous results showing that (as predicted by the SHH) trust of daily-life interaction partners and previous experience with economic games moderate the effect of time pressure/delay in social dilemmas. We then confirm a novel prediction of the SHH: that deliberation should not undermine the decision to benefit others when doing so is also individually payoff-maximizing. Our results lend further support to the SHH, and shed light on the role that deliberation plays in social dilemmas. PMID:25232309
Reflection does not undermine self-interested prosociality.
Rand, David G; Kraft-Todd, Gordon T
2014-01-01
The cognitive basis of prosocial behavior has received considerable recent attention. Previous work using economic games has found that in social dilemmas, intuitive decisions are more prosocial on average. The Social Heuristics Hypothesis (SHH) explains this result by contending that strategies which are successful in daily life become automatized as intuitions. Deliberation then causes participants to adjust to the self-interested strategy in the specific setting at hand. Here we provide further evidence for the SHH by confirming several predictions regarding when and for whom time pressure/delay will and will not alter contributions in a Public Goods Game (PGG). First, we replicate and extend previous results showing that (as predicted by the SHH) trust of daily-life interaction partners and previous experience with economic games moderate the effect of time pressure/delay in social dilemmas. We then confirm a novel prediction of the SHH: that deliberation should not undermine the decision to benefit others when doing so is also individually payoff-maximizing. Our results lend further support to the SHH, and shed light on the role that deliberation plays in social dilemmas.
A Strategic Market Game with Transactions Costs,
1983-03-30
On(S)) with pj(s) E Y for s E S . Such a map is called a market mechanism and defines a strategic market game : th(pj(s) is the j trader’s outcome...modified game r in which an (n+l)st player places a fixed bid of c > 0 and a fixed offer of E > 0 in each of the m markets . The strategy sets of the original...10 1983 D , . A STRATEGIC MARKET GAME WITH TRANSACTIONS COI rS C-, LLJ J. Rogawski and M. Shubik LL- March 30, 1983 D3RJM ff IS.TATEKENTA I 0 25 0ൖ
Djulbegovic, Benjamin; Hozo, Iztok
2012-06-22
Randomized controlled trials (RCTs) remain an indispensable form of human experimentation as a vehicle for discovery of new treatments. However, since their inception RCTs have raised ethical concerns. The ethical tension has revolved around "duties to individuals" vs. "societal value" of RCTs. By asking current patients "to sacrifice for the benefit of future patients" we risk subjugating our duties to patients' best interest to the utilitarian goal for the good of others. This tension creates a key dilemma: when is it rational, from the perspective of the trial patients and researchers (as societal representatives of future patients), to enroll in RCTs? We employed the trust version of the prisoner's dilemma since interaction between the patient and researcher in the setting of a clinical trial is inherently based on trust. We also took into account that the patient may have regretted his/her decision to participate in the trial, while a researcher may feel guilty because he/she abused the patient's trust. We found that under typical circumstances of clinical research, most patients can be expected not to trust researchers, and most researchers can be expected to abuse the patients' trust. The most significant factor determining trust was the success of experimental or standard treatments, respectively. The more that a researcher believes the experimental treatment will be successful, the more incentive the researcher has to abuse trust. The analysis was sensitive to the assumptions about the utilities related to success and failure of therapies that are tested in RCTs. By varying all variables in the Monte Carlo analysis we found that, on average, the researcher can be expected to honor a patient's trust 41% of the time, while the patient is inclined to trust the researcher 69% of the time. Under assumptions of our model, enrollment into RCTs represents a rational strategy that can meet both patients' and researchers' interests simultaneously 19% of the time. There is an inherent ethical dilemma in the conduct of RCTs. The factors that hamper full co-operation between patients and researchers in the conduct of RCTs can be best addressed by: a) having more reliable estimates on the probabilities that new vs. established treatments will be successful, b) improving transparency in the clinical trial system to ensure fulfillment of "the social contract" between patients and researchers.
T2AR: trust-aware ad-hoc routing protocol for MANET.
Dhananjayan, Gayathri; Subbiah, Janakiraman
2016-01-01
Secure data transfer against the malicious attacks is an important issue in an infrastructure-less independent network called mobile ad-hoc network (MANET). Trust assurance between MANET nodes is the key parameter in the high-security provision under dynamic topology variations and open wireless constraints. But, the malicious behavior of nodes reduces the trust level of the nodes that leads to an insecure data delivery. The increase in malicious attacks causes the excessive energy consumption that leads to a reduction of network lifetime. The lack of positional information update of the nodes in ad-hoc on-demand vector (AODV) protocol during the connection establishment offers less trust level between the nodes. Hence, the trust rate computation using energy and mobility models and its update are the essential tasks for secure data delivery. This paper proposes a trust-aware ad-hoc routing (T2AR) protocol to improve the trust level between the nodes in MANET. The proposed method modifies the traditional AODV routing protocol with the constraints of trust rate, energy, mobility based malicious behavior prediction. The packet sequence ID matching from the log reports of neighbor nodes determine the trust rate that avoids the malicious report generation. Besides, the direct and indirect trust observation schemes utilization increases the trust level. Besides, the received signal strength indicator utilization determines the trusted node is within the communication range or not. The comparative analysis between the proposed T2AR with the existing methods such as TRUNCMAN, RBT, GR, FBR and DICOTIDS regarding the average end-to-end delay, throughput, false positives, packet delivery ratio shows the effectiveness of T2AR in the secure MANET environment design.
Behavioral Management of Exceptional Children Using Video Games as Reward.
ERIC Educational Resources Information Center
Buckalew, L.W.; Buckalew, Patricia Bowman
1983-01-01
Seventeen children ranging in age from 9 to 15 years and from grades four and eight in five classes for students with emotional conflicts were placed on a video game reward system. The observation of enhanced classroom decorum and individual performance of students suggest the effectiveness of this reward in modifying behavior. (Author/PN)
A History of College Football.
ERIC Educational Resources Information Center
Rokosz, Francis M.
The history of football is traced as it evolved from the English game of rugby. The game as it is known today was conceived only after a long series of changes. Three prominent reasons for the change were: to make football more interesting to the spectator; to balance the competition between offense and defense; and to modify the dangerous…
Extended Attention Span Training System: Video Game Neurotherapy for Attention Deficit Disorder.
ERIC Educational Resources Information Center
Pope, Alan T.; Bogart, Edward H.
1996-01-01
Describes the Extended Attention Span Training (EAST) system for modifying attention deficits, which takes the concept of biofeedback one step further by making a video game more difficult as the player's brain waves indicate that attention is waning. Notes contributions of this technology to neuropsychology and neurology, where the emphasis is on…
USDA-ARS?s Scientific Manuscript database
Researchers and non-profit organizations have embraced various media, because they help school-aged children acquire knowledge and develop decision-making ski11s. Serious videogames (i.e., games designed to entertain and educate, train or change behavior) may be effective at modifying youth health b...
Verow, P; Hargreaves, C
2000-05-01
Sandwell Healthcare NHS Trust has been developing a tool for monitoring the reasons and costs of long-term sick leave (> 7 days). The data obtained from this process has been used to modify the type of occupational health and safety services provided for the Trust. Adoption of more standardized tools of this nature throughout the National Health Service (NHS) would help trusts to compare, and where appropriate enhance, the services provided by occupational health. Musculo-skeletal and mental health problems, account for the greatest costs arising from long-term sickness absence. It may therefore be prudent for NHS employers and their occupational health services to target their efforts on these particular problems.
The modular nature of trustworthiness detection.
Bonnefon, Jean-François; Hopfensitz, Astrid; De Neys, Wim
2013-02-01
The capacity to trust wisely is a critical facilitator of success and prosperity, and it has been conjectured that people of higher intelligence are better able to detect signs of untrustworthiness from potential partners. In contrast, this article reports five trust game studies suggesting that reading trustworthiness of the faces of strangers is a modular process. Trustworthiness detection from faces is independent of general intelligence (Study 1) and effortless (Study 2). Pictures that include nonfacial features such as hair and clothing impair trustworthiness detection (Study 3) by increasing reliance on conscious judgments (Study 4), but people largely prefer to make decisions from this sort of pictures (Study 5). In sum, trustworthiness detection in an economic interaction is a genuine and effortless ability, possessed in equal amount by people of all cognitive capacities, but whose impenetrability leads to inaccurate conscious judgments and inappropriate informational preferences. 2013 APA, all rights reserved
Player guild dynamics and evolution in massively multiplayer online games.
Chen, Chien-Hsun; Sun, Chuen-Tsai; Hsieh, Jilung
2008-06-01
In the latest versions of massively multiplayer online games (MMOGs), developers have purposefully made guilds part of game environments. Guilds represent a powerful method for giving players a sense of online community, but there is little quantitative data on guild dynamics. To address this topic, we took advantage of a feature found in one of today's most popular MMOGs (World of Warcraft) to collect in-game data: user interfaces that players can modify and refine. In addition to collecting data on in-game player activities, we used this feature to observe and investigate how players join and leave guilds. Data were analyzed for the purpose of identifying factors that propel game-world guild dynamics and evolution. After collecting data for 641,805 avatars on 62 Taiwanese World of Warcraft game servers between February 10 and April 10, 2006, we created five guild type categories (small, large, elite, newbie, and unstable) that have different meanings in terms of in-game group dynamics. By viewing players as the most important resource affecting guild life cycles, it is possible to analyze game worlds as ecosystems consisting of evolving guilds and to study how guild life cycles reflect game world characteristics.
Trust-Enhanced Cloud Service Selection Model Based on QoS Analysis.
Pan, Yuchen; Ding, Shuai; Fan, Wenjuan; Li, Jing; Yang, Shanlin
2015-01-01
Cloud computing technology plays a very important role in many areas, such as in the construction and development of the smart city. Meanwhile, numerous cloud services appear on the cloud-based platform. Therefore how to how to select trustworthy cloud services remains a significant problem in such platforms, and extensively investigated owing to the ever-growing needs of users. However, trust relationship in social network has not been taken into account in existing methods of cloud service selection and recommendation. In this paper, we propose a cloud service selection model based on the trust-enhanced similarity. Firstly, the direct, indirect, and hybrid trust degrees are measured based on the interaction frequencies among users. Secondly, we estimate the overall similarity by combining the experience usability measured based on Jaccard's Coefficient and the numerical distance computed by Pearson Correlation Coefficient. Then through using the trust degree to modify the basic similarity, we obtain a trust-enhanced similarity. Finally, we utilize the trust-enhanced similarity to find similar trusted neighbors and predict the missing QoS values as the basis of cloud service selection and recommendation. The experimental results show that our approach is able to obtain optimal results via adjusting parameters and exhibits high effectiveness. The cloud services ranking by our model also have better QoS properties than other methods in the comparison experiments.
Trust-Enhanced Cloud Service Selection Model Based on QoS Analysis
Pan, Yuchen; Ding, Shuai; Fan, Wenjuan; Li, Jing; Yang, Shanlin
2015-01-01
Cloud computing technology plays a very important role in many areas, such as in the construction and development of the smart city. Meanwhile, numerous cloud services appear on the cloud-based platform. Therefore how to how to select trustworthy cloud services remains a significant problem in such platforms, and extensively investigated owing to the ever-growing needs of users. However, trust relationship in social network has not been taken into account in existing methods of cloud service selection and recommendation. In this paper, we propose a cloud service selection model based on the trust-enhanced similarity. Firstly, the direct, indirect, and hybrid trust degrees are measured based on the interaction frequencies among users. Secondly, we estimate the overall similarity by combining the experience usability measured based on Jaccard’s Coefficient and the numerical distance computed by Pearson Correlation Coefficient. Then through using the trust degree to modify the basic similarity, we obtain a trust-enhanced similarity. Finally, we utilize the trust-enhanced similarity to find similar trusted neighbors and predict the missing QoS values as the basis of cloud service selection and recommendation. The experimental results show that our approach is able to obtain optimal results via adjusting parameters and exhibits high effectiveness. The cloud services ranking by our model also have better QoS properties than other methods in the comparison experiments. PMID:26606388
Development and application of a gradient method for solving differential games
NASA Technical Reports Server (NTRS)
Roberts, D. A.; Montgomery, R. C.
1971-01-01
A technique for solving n-dimensional games is developed and applied to two pursuit-evasion games. The first is a two-dimensional game similar to the homicidal chauffeur but modified to resemble an airplane-helicopter engagement. The second is a five-dimensional game of two airplanes at constant altitude and with thrust and turning controls. The performance function to be optimized by the pursuer and evader was the distance between the evader and a given target point in front of the pursuer. The analytic solution to the first game reveals that both unique and nonunique solutions exist. A comparison between the gradient results and the analytic solution shows a dependence on the nominal controls in regions where nonunique solutions exist. In the unique solution region, the results from the two methods agree closely. The results for the five-dimensional two-airplane game are also shown to be dependent on the nominal controls selected and indicate that initial conditions are in a region of nonunique solutions.
Social dilemmas in multistrategy evolutionary potential games
NASA Astrophysics Data System (ADS)
Szabó, György; Bunth, Gergely
2018-01-01
The nature of social dilemmas is studied in n -strategy evolutionary potential games on a square lattice with nearest-neighbor interactions and the logit rule. For symmetric games with symmetric payoff matrices there are no dilemmas because of the coincidence of individual and common interests. The dilemmas are caused by the antisymmetric parts of the self- and cross-dependent payoff components if it modifies the preferred Nash equilibrium. The contentment of players and the emergence of dilemmas in the preferred Nash equilibria are illustrated on some two-dimensional cross sections of the parameter space.
Trust in risk regulation: cause or consequence of the acceptability of GM food?
Poortinga, Wouter; Pidgeon, Nick F
2005-02-01
Although there is ample empirical evidence that trust in risk regulation is strongly related to the perception and acceptability of risk, it is less clear what the direction of this relationship is. This article explores the nature of the relationship, using three separate data sets on perceptions of genetically modified (GM) food among the British public. The article has two discrete but closely interrelated objectives. First, it compares two models of trust. More specifically, it investigates whether trust is the cause (causal chain account) or the consequence (associationist view) of the acceptability of GM food. Second, this study explores whether the affect heuristic can be applied to a wider number of risk-relevant concepts than just perceived risk and benefit. The results suggest that, rather than a determinant, trust is an expression or indicator of the acceptability of GM food. In addition, and as predicted, "affect" accounts for a large portion of the variance between perceived risk, perceived benefit, trust in risk regulation, and acceptability. Overall, the results support the associationist view that specific risk judgments are driven by more general evaluative judgments The implications of these results for risk communication and policy are discussed.
Gender-specific effects of depression and suicidal ideation in prosocial behaviors.
Cáceda, Ricardo; Moskovciak, Tori; Prendes-Alvarez, Stefania; Wojas, Justyna; Engel, Anzhelika; Wilker, Samantha H; Gamboa, Jorge L; Stowe, Zachary N
2014-01-01
Prosocial behaviors are essential to the ability to relate to others. Women typically display greater prosocial behavior than men. The impact of depression on prosocial behaviors and how gender interacts with those effects are not fully understood. We explored the role of gender in the potential effects of depression on prosocial behavior. We examined prosocial behaviors using a modified version of the Trust Game in a clinical population and community controls. Study participants were characterized on the severity of depression and anxiety, presence of suicidal ideation, history of childhood trauma, recent stressful life events, and impulsivity. We correlated behavioral outcomes with gender and clinical variables using analysis of variance and multiple regression analysis. The 89 participants comprised four study groups: depressed women, depressed men, healthy women and healthy men (n = 16-36). Depressed men exhibited reciprocity more frequently than healthy men. Depression induced an inversion of the gender-specific pattern of self-centered behavior. Suicidal ideation was associated with increased reciprocity behavior in both genders, and enhancement of the effect of depression on gender-specific self-centered behavior. Depression, particularly suicidal ideation, is associated with reversal of gender-specific patterns of prosocial behavior, suggesting abnormalities in sexual hormones regulation. This explanation is supported by known abnormalities in the hypothalamus-pituitary-adrenal and hypothalamus-pituitary-gonadal axes found in depression.
Federal Register 2010, 2011, 2012, 2013, 2014
2012-08-22
...The Securities and Exchange Commission published a document in the Federal Register of August 10, 2012, concerning a Notice of Filing of Amendment No. 1 and Order Granting Accelerated Approval of a Proposed Rule Change, as Modified by Amendment No. 1, to Implement a Change in the Practices of The Depository Trust Company as They Relate to Post-payable Adjustments; The request for comment information was inadvertently omitted from the document.
Sterkenburg, P S; Vacaru, V S
2018-04-04
Empathic care is fundamental in healthcare settings and is associated to several positive outcomes for care workers (i.e. burnout, compassion satisfaction) and patients (i.e. therapeutic alliance, trust, wellbeing). Yet, studies showed a decrease in empathy in care workers, which is argued to be a product of personal distress. Thus, interventions should aim at enhancing empathy in care workers working for vulnerable populations to ensure optimal client-carer relationships. The current study investigates the effectiveness of the serious game "The world of EMPA" in enhancing empathy in care workers for people with disabilities, and tests the effect of personal distress on empathy change post intervention. We conducted a superiority parallel randomized controlled trial (RCT) and tested 224 participants in two conditions: the experimental group (n = 111) played a serious game and the control group (n = 113) read a digital information package about disabilities. Participants were assessed on empathy and personal distress prior to and after the intervention. Main results showed that the serious game did not significantly enhance empathy in care workers, whereas reading a digital information package yield a significant decrease in empathy. Exploratory analysis showed that the serious game decreased significantly personal distress in care-workers. This study showed that while the serious game "The world of EMPA" did not enhance empathy, it resulted in a decrease in personal distress in care workers for people with disabilities. Further evidence should corroborate these findings to unveil the mechanisms of this intervention and the long-term effects on personal distress. Copyright © 2018 Elsevier Inc. All rights reserved.
Verhees, Martine W F T; Ceulemans, Eva; Bakermans-Kranenburg, Marian J; van IJzendoorn, Marinus H; de Winter, Simon; Bosmans, Guy
2017-07-14
Lack of trust in parental support is a transdiagnostic risk factor for the development of psychological problems throughout the lifespan. Research suggests that children's cognitive attachment representations and related information processing biases could be an important target for interventions aiming to build trust in the parent-child relationship. A paradigm that can alter these biases and increase trust is that of Cognitive Bias Modification (CBM), during which a target processing bias is systematically trained. Trust-related CBM training effects could possibly be enhanced by oxytocin, a neuropeptide that has been proposed to play an important role in social information processing and social relationships. The present article describes the study protocol for a double-blind randomized controlled trial (RCT) aimed at testing the individual and combined effects of CBM training and oxytocin administration on trust in maternal support. One hundred children (aged 8-12 years) are randomly assigned to one of four intervention conditions. Participants inhale a nasal spray that either contains oxytocin (OT) or a placebo. Additionally, they receive either a CBM training aimed at positively modifying trust-related information processing bias or a neutral placebo training aimed to have no trust-related effects. Main and interaction effects of the interventions are assessed on three levels of trust-related outcome measures: trust-related interpretation bias; self-reported trust; and mother-child interactional behavior. Importantly, side-effects of a single administration of OT in middle childhood are monitored closely to provide further information on the safety of OT administration in this age group. The present RCT is the first study to combine CBM training with oxytocin to test for individual and combined effects on trust in mother. If effective, CBM training and oxytocin could be easily applicable and nonintrusive additions to interventions that target trust in the context of the parent-child relationship. ClinicalTrials.gov, ID: NCT02737254 . Registered on 23 March 2016.
Economic games quantify diminished sense of guilt in patients with damage to the prefrontal cortex
Krajbich, Ian; Adolphs, Ralph; Tranel, Daniel; Denburg, Natalie L.; Camerer, Colin F.
2009-01-01
Damage to the ventromedial prefrontal cortex (VMPFC) impairs concern for other people, as reflected in the dysfunctional real-life social behavior of patients with such damage, as well as their abnormal performances on tasks ranging from moral judgment to economic games. Despite these convergent data, we lack a formal model of how, and to what degree, VMPFC lesions affect an individual’s social decision-making. Here we provide a quantification of these effects using a formal economic model of choice that incorporates terms for the disutility of unequal payoffs, with parameters that index behaviors normally evoked by guilt and envy. Six patients with focal VMPFC lesions participated in a battery of economic games that measured concern about payoffs to themselves and to others: dictator, ultimatum, and trust games. We analyzed each task individually, but also derived estimates of the guilt and envy parameters from aggregate behavior across all of the tasks. Compared to control subjects, the patients donated significantly less and were less trustworthy, and overall our model found a significant insensitivity to guilt. Despite these abnormalities, the patients had normal expectations about what other people would do, and they also did not simply generate behavior that was more noisy. Instead, the findings argue for a specific insensitivity to guilt, an abnormality that we suggest characterizes a key contribution made by the VMPFC to social behavior. PMID:19228971
Economic games quantify diminished sense of guilt in patients with damage to the prefrontal cortex.
Krajbich, Ian; Adolphs, Ralph; Tranel, Daniel; Denburg, Natalie L; Camerer, Colin F
2009-02-18
Damage to the ventromedial prefrontal cortex (VMPFC) impairs concern for other people, as reflected in the dysfunctional real-life social behavior of patients with such damage, as well as their abnormal performances on tasks ranging from moral judgment to economic games. Despite these convergent data, we lack a formal model of how, and to what degree, VMPFC lesions affect an individual's social decision-making. Here we provide a quantification of these effects using a formal economic model of choice that incorporates terms for the disutility of unequal payoffs, with parameters that index behaviors normally evoked by guilt and envy. Six patients with focal VMPFC lesions participated in a battery of economic games that measured concern about payoffs to themselves and to others: dictator, ultimatum, and trust games. We analyzed each task individually, but also derived estimates of the guilt and envy parameters from aggregate behavior across all of the tasks. Compared with control subjects, the patients donated significantly less and were less trustworthy, and overall our model found a significant insensitivity to guilt. Despite these abnormalities, the patients had normal expectations about what other people would do, and they also did not simply generate behavior that was more noisy. Instead, the findings argue for a specific insensitivity to guilt, an abnormality that we suggest characterizes a key contribution made by the VMPFC to social behavior.
Chung, Dongil; Yun, Kyongsik; Kim, Jin Ho; Jang, Bosun; Jeong, Jaeseung
2011-02-16
Gifted adolescents are considered to have high IQs with advanced mathematical and logical performances, but are often thought to suffer from social isolation or emotional mal-adaptation to the social group. The underlying mechanisms that cause stereotypic portrayals of gifted adolescents are not well known. We aimed to investigate behavioral performance of gifted adolescents during social decision-making tasks to assess their affective and social/non-social cognitive abilities. We examined cooperation behaviors of 22 gifted and 26 average adolescents during an iterative binary public goods (PG) game, a multi-player social interaction game, and analyzed strategic decision processes that include cooperation and free-riding. We found that the gifted adolescents were more cooperative than average adolescents. Particularly, comparing the strategies for the PG game between the two groups, gifted adolescents were less sensitive to loss, yet were more sensitive to gain. Additionally, the behavioral characteristics of average adolescents, such as low trust of the group and herding behavior, were not found in gifted adolescents. These results imply that gifted adolescents have a high cognitive ability but a low ability to process affective information or to adapt in social groups compared with average adolescents. We conclude that gain/loss sensitivity and the ability to adapt in social groups develop to different degrees in average and gifted adolescents.
Wei, Zhenyu; Ruz, María; Zhao, Zhiying; Zheng, Yong
2015-01-01
The present electrophysiological study investigated the role of the need for cognitive closure (NFC) in emotional processing. The NFC is conceptualized as an epistemic motive that is related to how and why people seek out information in social environments. Event-related potentials were recorded while individuals with high NFC (i.e., low epistemic motivation) or low NFC (i.e., high epistemic motivation) performed a modified Ultimatum Game, in which the emotions of happy or angry game agents were employed to predict their most likely offer. High-NFC participants more closely adhered to the decisions rules of the game than low-NFC individuals did. The electrophysiological results showed that the dispositional NFC modified early perceptual components (N170, N200, and P200). The potentials showed that high-NFC subjects had a processing bias to angry faces, whereas low-NFC individuals exhibited no such effects. These findings indicated that high-NFC individuals were more sensitive to negative emotional stimuli than low-NFC individuals in an interpersonal decision-making task.
Questioning the preparatory function of counterfactual thinking.
Mercier, Hugo; Rolison, Jonathan J; Stragà, Marta; Ferrante, Donatella; Walsh, Clare R; Girotto, Vittorio
2017-02-01
Why do individuals mentally modify reality (e.g., "If it hadn't rained, we would have won the game")? According to the dominant view, counterfactuals primarily serve to prepare future performance. In fact, individuals who have just failed a task tend to modify the uncontrollable features of their attempt (e.g., "If the rules of the game were different, I would have won it"), generating counterfactuals that are unlikely to play any preparatory role. By contrast, they generate prefactuals that focus on the controllable features of their ensuing behavior (e.g., "If I concentrate more, I will win the next game"). Here, we test whether this tendency is robust and general. Studies 1a and 1b replicate this tendency and show that it occurs regardless of whether individuals think about their failures or their successes. Study 2 shows that individuals generate relatively few controllable counterfactuals, unless explicitly prompted to do so. These results raise some questions regarding the generality of the dominant view according to which counterfactuals mainly serve a preparatory function.
Epistemic motivation affects the processing of negative emotional stimuli in interpersonal decisions
Wei, Zhenyu; Ruz, María; Zhao, Zhiying; Zheng, Yong
2015-01-01
The present electrophysiological study investigated the role of the need for cognitive closure (NFC) in emotional processing. The NFC is conceptualized as an epistemic motive that is related to how and why people seek out information in social environments. Event-related potentials were recorded while individuals with high NFC (i.e., low epistemic motivation) or low NFC (i.e., high epistemic motivation) performed a modified Ultimatum Game, in which the emotions of happy or angry game agents were employed to predict their most likely offer. High-NFC participants more closely adhered to the decisions rules of the game than low-NFC individuals did. The electrophysiological results showed that the dispositional NFC modified early perceptual components (N170, N200, and P200). The potentials showed that high-NFC subjects had a processing bias to angry faces, whereas low-NFC individuals exhibited no such effects. These findings indicated that high-NFC individuals were more sensitive to negative emotional stimuli than low-NFC individuals in an interpersonal decision-making task. PMID:26257698
Psychometric properties of the Trust in Physician Scale in Tamil Nadu, India.
Kalsingh, Maria Jusler; Veliah, Geetha; Gopichandran, Vijayaprasad
2017-01-01
Trust in health care is of high intrinsic value. It also leads to positive outcomes such as better treatment adherence and disclosure of sensitive information. Therefore, there is a need to measure trust in health care objectively. To assess the psychometric properties of the Trust in Physician Scale in Tamil Nadu, India. The study was conducted in a private tertiary hospital setting in Tamil Nadu by a cross-sectional survey design. The Trust in Physician Scale and General Trust Scale were administered to 288 participants in the waiting area of a tertiary care hospital in Tamil Nadu. Descriptive statistics, exploratory factor analysis, and Cronbach's alpha statistics were used to assess the validity and reliability of the scale. The respondents were predominantly men from rural areas, older than 35 years of age, and with lesser than 8 years of schooling. The questionnaire had acceptable internal consistency with Cronbach's alpha of 0.707 (95% confidence interval 0.654-0.755). Exploratory factor analysis divided the questionnaire into four domains. Seven items loaded into factor 1 which explained dependability and competence of the physician, two items loaded on factor 2, and one each in factors 3 and 4. The latter four items had very low item to total correlations and hence did not contribute much to the questionnaire. The Trust in Physician questionnaire needs to be modified to accurately measure the domains of trust in the context of the study area. More qualitative studies are required to understand the domains of trust in this cultural and social context.
A two-year perspective: who may ease the burden of girls’ loneliness in school?
2014-01-01
Background Loneliness is negatively related to good health and wellbeing, especially among girls. There is little research, however, on factors that may ease the burdens of loneliness in the school setting. Thus, we explored the relationship between girls’ loneliness and later school wellbeing adjusted for other adversities. Furthermore, we assessed the significance of having someone whom the girl trusted by investigating possible modifying influences on the addressed association. Methods Altogether, 119 girls in grades 1–8 provided baseline data and answered the same set of questions two years later. Logistic regression models including perceived academic problems, victimisation by bullying, loneliness and trusted others were tested with bad versus good school wellbeing two years later as outcome using SPSS. Results In the multivariable analysis of loneliness, academic problems, and victimisation, loneliness was the only variable showing a strong and negative contribution to later school wellbeing. Next, demonstrated in separate models; the inclusion of having a trusted class advisor fully attenuated the association of loneliness with later school wellbeing. In contrast, other trusted teachers, trusted parents, or trusted students did not affect the association. Conclusions Loneliness in girls strongly predicted school wellbeing two years later. However, having a class advisor whom the girl trusted to contact in hurtful situations clearly reduced the burden of loneliness. This finding highlights the clinical importance of stability, long-lasting relations, and trust that main teachers may represent for lonely girls. PMID:24712912
ERIC Educational Resources Information Center
Slingerland, Menno; Haerens, Leen; Cardon, Greet; Borghouts, Lars
2014-01-01
Creating environments in physical education (PE) that foster perceived competence and physical activity during gender-mixed game play lessons is a challenge, especially with adolescent girls. This study is a small experiment in one PE lesson that aimed to increase the perceived competence and in-class physical activity in girls, by applying a…
Wind Forecasting for Yacht Racing at the 1991 Pan American Games.
NASA Astrophysics Data System (ADS)
Powell, Mark D.
1993-01-01
The U.S. Sailing Team competed successfully at the 1991 Pan American Games despite having no previous experience with the sailing conditions off Havana, Cuba. One of the key factors in the team's success was meteorological support in the form of wind climate analysis; application of sea breeze forecasting typical of the south Florida area, modified by tropical weather systems; and effective preregatta briefing.
Kolkata Paise Restaurant Problem: An Introduction
NASA Astrophysics Data System (ADS)
Ghosh, Asim; Biswas, Soumyajyoti; Chatterjee, Arnab; Chakrabarti, Anindya Sundar; Naskar, Tapan; Mitra, Manipushpak; Chakrabarti, Bikas K.
We discuss several stochastic optimization strategies in games with many players having large number of choices (Kolkata Paise Restaurant Problem) and two choices (minority game problem). It is seen that a stochastic crowd avoiding strategy gives very efficient utilization in KPR problem. A slightly modified strategy in the minority game problem gives full utilization but the dynamics stops after reaching full efficiency, thereby making the utilization helpful for only about half of the population (those in minority). We further discuss the ways in which the dynamics may be continued and the utilization becomes effective for all the agents keeping fluctuation arbitrarily small.
2012-01-01
Background Randomized controlled trials (RCTs) remain an indispensable form of human experimentation as a vehicle for discovery of new treatments. However, since their inception RCTs have raised ethical concerns. The ethical tension has revolved around “duties to individuals” vs. “societal value” of RCTs. By asking current patients “to sacrifice for the benefit of future patients” we risk subjugating our duties to patients’ best interest to the utilitarian goal for the good of others. This tension creates a key dilemma: when is it rational, from the perspective of the trial patients and researchers (as societal representatives of future patients), to enroll in RCTs? Methods We employed the trust version of the prisoner’s dilemma since interaction between the patient and researcher in the setting of a clinical trial is inherently based on trust. We also took into account that the patient may have regretted his/her decision to participate in the trial, while a researcher may feel guilty because he/she abused the patient’s trust. Results We found that under typical circumstances of clinical research, most patients can be expected not to trust researchers, and most researchers can be expected to abuse the patients’ trust. The most significant factor determining trust was the success of experimental or standard treatments, respectively. The more that a researcher believes the experimental treatment will be successful, the more incentive the researcher has to abuse trust. The analysis was sensitive to the assumptions about the utilities related to success and failure of therapies that are tested in RCTs. By varying all variables in the Monte Carlo analysis we found that, on average, the researcher can be expected to honor a patient’s trust 41% of the time, while the patient is inclined to trust the researcher 69% of the time. Under assumptions of our model, enrollment into RCTs represents a rational strategy that can meet both patients’ and researchers’ interests simultaneously 19% of the time. Conclusions There is an inherent ethical dilemma in the conduct of RCTs. The factors that hamper full co-operation between patients and researchers in the conduct of RCTs can be best addressed by: a) having more reliable estimates on the probabilities that new vs. established treatments will be successful, b) improving transparency in the clinical trial system to ensure fulfillment of “the social contract” between patients and researchers. PMID:22726276
Tolerance in Internet gaming disorder: A need for increasing gaming time or something else?
King, Daniel L; Herd, Madeleine C E; Delfabbro, Paul H
2017-12-01
Background and aims The criterion of tolerance in DSM-5 Internet gaming disorder (IGD) refers to a need for increasing time spent gaming. However, this focus on "need for gaming time" may overlook some of the broader motivations, outcomes, or effects of gaming that underlie excessive play. This study aimed to explore regular and problematic gamers' experiences and perceptions of tolerance in IGD. Methods An online survey of 630 adult gamers yielded 1,417 text responses to open-ended questions. A thematic analysis of 23,373 words was conducted to extract dominant themes. Results Participants reported that they increasingly desired game items, status, or story progress as they became more involved or invested in games. As players develop higher standards of play in games, an increasing number of potential reward outcomes may have diminishing mood-modifying effects. None of the participants, including those with self-reported IGD, explicitly referred to a need for increasing time spent gaming. Discussion and conclusions These results suggest that players may be motivated by preferences for specific goals or reinforcers in games rather than wanting an amount of time spent gaming. Thus, problematic gaming may involve a need for completion of increasingly intricate, time-consuming, or difficult goals to achieve satisfaction and/or reduce fears of missing out. Further research is needed to determine whether these cognitive and motivational factors related to gaming stimuli should extend or replace the concept of tolerance in IGD or be considered as separate but related processes in disordered gaming.
Blue gum gaming machine: an evaluation of responsible gambling features.
Blaszczynski, Alexander; Gainsbury, Sally; Karlov, Lisa
2014-09-01
Structural characteristics of gaming machines contribute to persistence in play and excessive losses. The purpose of this study was to evaluate the effectiveness of five proposed responsible gaming features: responsible gaming messages; a bank meter quarantining winnings until termination of play; alarm clock facilitating setting time-reminders; demo mode allowing play without money; and a charity donation feature where residual amounts can be donated rather than played to zero credits. A series of ten modified gaming machines were located in five Australian gambling venues. The sample comprised 300 patrons attending the venue and who played the gaming machines. Participants completed a structured interview eliciting gambling and socio-demographic data and information on their perceptions and experience of play on the index machines. Results showed that one-quarter of participants considered that these features would contribute to preventing recreational gamblers from developing problems. Just under half of the participants rated these effects to be at least moderate or significant. The promising results suggest that further refinements to several of these features could represent a modest but effective approach to minimising excessive gambling on gaming machines.
Teaching Resistance through an interactive gaming lab
NASA Astrophysics Data System (ADS)
O'Brien, James G.; Sirokman, Greg; Rueckert, Franz; Cascio, Derek
2015-04-01
The use of gaming as an educational tool has proven to be an effective paradigm in modern pedagogy. Following the success of their previous work ``Sector Vector,'' the authors present a new interactive game-based laboratory to highlight the basic manipulation and calculation of resistors in circuits. ``Resistance is Futile'' delivers the lesson of basic resistor combinations in a game based exercise where teams build a continually evolving circuit. As the game progresses, students must develop long and short term plans to modify an ever-changing circuit and meet primary and secondary objectives. Each turn requires quick calculations of resistor combinations and the assessment of future options. Students are also exposed to the creation of a modular circuit, which may not conform to standard textbook examples. To determine a winner, the students work together to analyze and evaluate a potentially complex final circuit diagram. The dynamic atmosphere and competitive nature established by the gaming environment have been shown to increase student engagement and concept retention. In this presentation, we will discuss both the structure of the lab-based game and the pedagogical implications this implementation versus the traditional resistor combination laboratory exercise.
When Seeing Is Better than Doing: Preschoolers' Transfer of STEM Skills Using Touchscreen Games.
Schroeder, Elizabeth L; Kirkorian, Heather L
2016-01-01
The purpose of this study was to examine the extent to which character familiarity and game interactivity moderate preschoolers' learning and transfer from digital games. The games were based on a popular television show and designed to test skills related to STEM (science, technology, engineering, mathematics): numerical cognition (quantity of different sets) and knowledge of a biological concept (growth). Preschoolers (3.0-5.5 years, N = 44) were assigned to play one game and watch a recording of an experimenter playing the other game. Learning was assessed during pre-test and post-test using screenshots from the game. Transfer was assessed using modified screenshots (near) and real-life objects (far). Familiarity was assessed by asking children to identify the television characters and program. Findings indicate that the effectiveness of the games varied by age and condition: younger children learned from the quantity game, but only when they watched (rather than played) the game. They did not transfer this information in either condition. Conversely, older children learned from the growth game regardless of whether they played or watched. However, older children only demonstrated far transfer if they watched (rather than played) the growth game. Thus, preschoolers may benefit more by watching a video than by playing a game if the game is cognitively demanding, perhaps because making decisions while playing the game increases cognitive load. Character familiarity did not predict learning, perhaps because there was little overlap between the lessons presented in the television program and game. Findings from the current study highlight the need for more research into educational games and applications designed for preschoolers in order to establish whether, how, and for whom screen media can be educationally valuable.
When Seeing Is Better than Doing: Preschoolers’ Transfer of STEM Skills Using Touchscreen Games
Schroeder, Elizabeth L.; Kirkorian, Heather L.
2016-01-01
The purpose of this study was to examine the extent to which character familiarity and game interactivity moderate preschoolers’ learning and transfer from digital games. The games were based on a popular television show and designed to test skills related to STEM (science, technology, engineering, mathematics): numerical cognition (quantity of different sets) and knowledge of a biological concept (growth). Preschoolers (3.0–5.5 years, N = 44) were assigned to play one game and watch a recording of an experimenter playing the other game. Learning was assessed during pre-test and post-test using screenshots from the game. Transfer was assessed using modified screenshots (near) and real-life objects (far). Familiarity was assessed by asking children to identify the television characters and program. Findings indicate that the effectiveness of the games varied by age and condition: younger children learned from the quantity game, but only when they watched (rather than played) the game. They did not transfer this information in either condition. Conversely, older children learned from the growth game regardless of whether they played or watched. However, older children only demonstrated far transfer if they watched (rather than played) the growth game. Thus, preschoolers may benefit more by watching a video than by playing a game if the game is cognitively demanding, perhaps because making decisions while playing the game increases cognitive load. Character familiarity did not predict learning, perhaps because there was little overlap between the lessons presented in the television program and game. Findings from the current study highlight the need for more research into educational games and applications designed for preschoolers in order to establish whether, how, and for whom screen media can be educationally valuable. PMID:27679590
The name of the game: a review of sexual exploitation of females in sport.
Bringer, J D; Brackenridge, C H; Johnston, L H
2001-12-01
Sexual harassment and abuse has been a recognized problem in the workplace, schools, and residential homes for more than three decades. Many professional policies highlight the potential for abusing positions of trust, and therefore forbid intimate relationships between, for example, doctors and patients, and psychologists and clients. Yet, abuse of power in the coach-athlete relationship has only recently been acknowledged. This paper discusses definitions of sexual exploitation, prevalence figures, methods used for entrapping athletes, potential risk factors, signs of abuse and harassment, and the consequences for survivors.
2008-12-01
University of Michigan Press. 116 Ba’aysir, A. B. ( 2008 ). Abu Bakar Bas’yir sermon. Retrieved April 25, 2008 , from http://www.abc.net.au/4corners...Behrend, T. (2003). Reading past the myth: public teachings of Abu Bakar Ba’asyir. Retrieved June 1, 2008 , from www.arts.auckland.ac.nz Berger, M. T...ideology as it developed during founders Abdullah Sungkar and Abu Bakar Ba’asyir’s own radicalization, and the dynamics of group identity, trust, and
Altruists are trusted based on non-verbal cues.
Oda, Ryo; Naganawa, Takuya; Yamauchi, Shinsaku; Yamagata, Noriko; Matsumoto-Oda, Akiko
2009-12-23
The identification of altruists based on non-verbal cues might offer a solution to the problem of subtle cheating. Previous studies have indicated that the ability to discriminate altruists from non-altruists emerges during evolution. However, behavioural differences with regard to social exchanges involving altruists and non-altruists have not been studied. We investigated differences in responses to videotaped altruists and non-altruists with the Faith Game. Participants tended to entrust real money to altruists more than to non-altruists, providing strong evidence that cognitive adaptations evolve as counter-strategies to subtle cheating.
Introducing Teamwork Challenges in Simulation Using Game Cards.
Chang, Todd P; Kwan, Karen Y; Liberman, Danica; Song, Eric; Dao, Eugene H; Chung, Dayun; Morton, Inge; Festekjian, Ara
2015-08-01
Poor teamwork and communication during resuscitations are linked to patient safety problems and poorer outcomes. We present a novel simulation-based educational intervention using game cards to introduce challenges in teamwork. This intervention uses sets of game cards that designate roles, limitations, or communication challenges designed to introduce common communication or teamwork problems. Game cards are designed to be applicable for any simulation-based scenario and are independent from patient physiology. In our example, participants were pediatric emergency medicine fellows undergoing simulation training for orientation. We describe the use of card sets in different scenarios with increasing teamwork challenge and difficulty. Both postscenario and summative debriefings were facilitated to allow participants to reflect on their performance and discover ways to apply their strategies to real resuscitations. In this article, we present our experience with the novel use of game cards to modify simulation scenarios to improve communication and teamwork skills.
ERIC Educational Resources Information Center
Vartuli, Sue; And Others
A 16-item evaluation form is presented to aid in selection of appropriate computerized game materials for preschool children. The form was derived from a 32-week-long study involving 66 children 3, 4, and 5 years of age who were allowed to play computer games during free play or work time while attending a modified Montessori preschool program. In…
Emonds, Griet; Declerck, Carolyn H; Boone, Christophe; Seurinck, Ruth; Achten, Rik
2014-02-01
When people are confronted with social dilemmas, their decision-making strategies tend to be associated with individual social preferences; prosocials have an intrinsic willingness to cooperate, while proselfs need extrinsic motivators signaling personal gain. In this study, the biological roots for the proselfs/prosocials concept are explored by investigating the neural correlates of cooperative versus defect decisions when participants engage in a series of one-shot, anonymous prisoner's dilemma situations. Our data are in line with previous studies showing that prosocials activate several social cognition regions of the brain more than proselfs (here: medial prefrontal cortex, temporo-parietal junction, and precuneus BA 7 (Brodmann area 7), and that dispositional trust positively affects prosocials' decisions to cooperate. At the neural level, however, dispositional trust appears to exert a greater marginal effect on brain activity of proselfs in three social cognition regions, which does not translate into an increase in cooperation. An event-related analysis shows that cooperating prosocials show significantly more activation in the precuneus (BA 7) than proselfs. Based on previous research, we interpret this result to be consistent with prosocials' enhanced tendency to infer the intentions of others in social dilemma games, and the importance of establishing norm congruence when they decide to cooperate.
Designing an optimal software intensive system acquisition: A game theoretic approach
NASA Astrophysics Data System (ADS)
Buettner, Douglas John
The development of schedule-constrained software-intensive space systems is challenging. Case study data from national security space programs developed at the U.S. Air Force Space and Missile Systems Center (USAF SMC) provide evidence of the strong desire by contractors to skip or severely reduce software development design and early defect detection methods in these schedule-constrained environments. The research findings suggest recommendations to fully address these issues at numerous levels. However, the observations lead us to investigate modeling and theoretical methods to fundamentally understand what motivated this behavior in the first place. As a result, Madachy's inspection-based system dynamics model is modified to include unit testing and an integration test feedback loop. This Modified Madachy Model (MMM) is used as a tool to investigate the consequences of this behavior on the observed defect dynamics for two remarkably different case study software projects. Latin Hypercube sampling of the MMM with sample distributions for quality, schedule and cost-driven strategies demonstrate that the higher cost and effort quality-driven strategies provide consistently better schedule performance than the schedule-driven up-front effort-reduction strategies. Game theory reasoning for schedule-driven engineers cutting corners on inspections and unit testing is based on the case study evidence and Austin's agency model to describe the observed phenomena. Game theory concepts are then used to argue that the source of the problem and hence the solution to developers cutting corners on quality for schedule-driven system acquisitions ultimately lies with the government. The game theory arguments also lead to the suggestion that the use of a multi-player dynamic Nash bargaining game provides a solution for our observed lack of quality game between the government (the acquirer) and "large-corporation" software developers. A note is provided that argues this multi-player dynamic Nash bargaining game also provides the solution to Freeman Dyson's problem, for a way to place a label of good or bad on systems.
University Prosperity Game. Final report
DOE Office of Scientific and Technical Information (OSTI.GOV)
Boyack, K.W.; Berman, M.
Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the University Prosperity Game conducted under the sponsorship of the Anderson Schools of Management atmore » the University of New Mexico. This Prosperity Game was initially designed for the roadmap making effort of the National Electronics Manufacturing Initiative (NEMI) of the Electronics Subcommittee of the Civilian Industrial Technology Committee under the aegis of the National Science and Technology Council. The game was modified to support course material in MGT 508, Ethical, Political, and Social Environment of Business. Thirty-five students participated as role players. In this educational context the game`s main objectives were to: (1) introduce and teach global competitiveness and business cultures in an experiential classroom setting; (2) explore ethical, political, and social issues and address them in the context of global markets and competition; and (3) obtain non-government views regarding the technical and non-technical (i.e., policy) issues developed in the NEMI roadmap-making endeavor. The negotiations and agreements made during the game, along with the student journals detailing the players feelings and reactions to the gaming experience, provide valuable insight into the benefits of simulation as an advanced learning tool in higher education.« less
The effects of video game playing on attention, memory, and executive control.
Boot, Walter R; Kramer, Arthur F; Simons, Daniel J; Fabiani, Monica; Gratton, Gabriele
2008-11-01
Expert video game players often outperform non-players on measures of basic attention and performance. Such differences might result from exposure to video games or they might reflect other group differences between those people who do or do not play video games. Recent research has suggested a causal relationship between playing action video games and improvements in a variety of visual and attentional skills (e.g., [Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534-537]). The current research sought to replicate and extend these results by examining both expert/non-gamer differences and the effects of video game playing on tasks tapping a wider range of cognitive abilities, including attention, memory, and executive control. Non-gamers played 20+ h of an action video game, a puzzle game, or a real-time strategy game. Expert gamers and non-gamers differed on a number of basic cognitive skills: experts could track objects moving at greater speeds, better detected changes to objects stored in visual short-term memory, switched more quickly from one task to another, and mentally rotated objects more efficiently. Strikingly, extensive video game practice did not substantially enhance performance for non-gamers on most cognitive tasks, although they did improve somewhat in mental rotation performance. Our results suggest that at least some differences between video game experts and non-gamers in basic cognitive performance result either from far more extensive video game experience or from pre-existing group differences in abilities that result in a self-selection effect.
Eyes are on us, but nobody cares: are eye cues relevant for strong reciprocity?
Fehr, Ernst; Schneider, Frédéric
2010-01-01
Strong reciprocity is characterized by the willingness to altruistically reward cooperative acts and to altruistically punish norm-violating, defecting behaviours. Recent evidence suggests that subtle reputation cues, such as eyes staring at subjects during their choices, may enhance prosocial behaviour. Thus, in principle, strong reciprocity could also be affected by eye cues. We investigate the impact of eye cues on trustees' altruistic behaviour in a trust game and find zero effect. Neither the subjects who are classified as prosocial nor the subjects who are classified as selfish respond to these cues. In sharp contrast to the irrelevance of subtle reputation cues for strong reciprocity, we find a large effect of explicit, pecuniary reputation incentives on the trustees' prosociality. Trustees who can acquire a good reputation that benefits them in future interactions honour trust much more than trustees who cannot build a good reputation. These results cast doubt on hypotheses suggesting that strong reciprocity is easily malleable by implicit reputation cues not backed by explicit reputation incentives. PMID:20031986
Ingadottir, Brynja; Blondal, Katrin; Jaarsma, Tiny; Thylen, Ingela
2016-11-01
The aim of this study was to explore the perceptions of surgical patients about traditional and novel methods to learn about postoperative pain management. Patient education is an important part of postoperative care. Contemporary technology offers new ways for patients to learn about self-care, although face-to-face discussions and brochures are the most common methods of delivering education in nursing practice. A qualitative design with a vignette and semi-structured interviews used for data collection. A purposeful sample of 13 postsurgical patients, who had been discharged from hospital, was recruited during 2013-2014. The patients were given a vignette about anticipated hospital discharge after surgery with four different options for communication (face-to-face, brochure, website, serious game) to learn about postoperative pain management. They were asked to rank their preferred method of learning and thereafter to reflect on their choices. Data were analysed using an inductive content analysis approach. Patients preferred face-to-face education with a nurse, followed by brochures and websites, while games were least preferred. Two categories, each with two sub-categories, emerged from the data. These conceptualized the factors affecting patients' perceptions: (1) 'Trusting the source', sub-categorized into 'Being familiar with the method' and 'Having own prejudgments'; and (2) 'Being motivated to learn' sub-categorized into 'Managing an impaired cognition' and 'Aspiring for increased knowledge'. To implement successfully novel educational methods into postoperative care, healthcare professionals need to be aware of the factors influencing patients' perceptions about how to learn, such as trust and motivation. © 2016 John Wiley & Sons Ltd.
Chu, Samuel Kai Wah; Kwan, Alvin C M; Reynolds, Rebecca; Mellecker, Robin R; Tam, Frankie; Lee, Grace; Hong, Athena; Leung, Ching Yin
2015-06-01
A game application, "Making Smart Choices", was developed to fill the gap of limited easy-to-access resources available on sex education in Hong Kong and to disseminate correct knowledge and positive attitudes toward sex to teenagers using popular platforms such as tablets, Facebook, and the Web. Three versions of the game (iPAD, Facebook, and Web-based) were developed using HTML5. A theoretical framework that involved game-based learning and participatory design approach was used to design, develop, modify, and optimize the game for use with secondary school students (n=1176) 12-16 years of age. Pre- and post-test scores of students' safer sex knowledge were compared to test the effectiveness of the game. Students' survey and interviews were analyzed to assess participant feelings and attitudes toward the game. The Wilcoxon Signed-Rank test indicated that students' sex knowledge (n=788) improved with a medium effect size (0.477) after playing the game. Increases in positive attitudes toward sex and relationship and in awareness of making smart sexual choices were reported from student surveys and interviews. Students described the game as "interesting," "interactive," "informative," and "real-to-life." We advocate that the participatory design approach, which supports collaborative efforts of different stakeholders, is an effective framework for developing game-based learning tools for sex education. Our work provides preliminary findings that suggest game-based learning, preferably delivered through popular interactive platforms, can be effective in promoting sex education to teenagers.
NASA Astrophysics Data System (ADS)
Flood, Stephen; Cradock-Henry, Nicholas A.; Blackett, Paula; Edwards, Peter
2018-06-01
Climate change is already having adverse impacts on ecosystems, communities and economic activities through higher temperatures, prolonged droughts, and more frequent extremes. However, a gap remains between public understanding, scientific knowledge about climate change, and changes in behaviour to effect adaptation. ‘Serious games’—games used for purposes other than entertainment—are one way to reduce this adaptation deficit by enhancing opportunities for social learning and enabling positive action. Games can provide communities with the opportunity to interactively explore different climate futures, build capability and capacity for dealing with complex challenges, and socialise adaptation priorities with diverse publics. Using systematic review methods, this paper identifies, reviews, synthesises and assesses the literature on serious games for climate change adaptation. To determine where and how impact is achieved, we draw on an evaluation framework grounded in social learning, to assess which combinations of cognitive (knowledge and thinking), normative (norms and approaches) and relational (how people connect and network building) learning are achieved. Results show that factors influencing the overall success in influencing behaviour and catalysing learning for adaptation include generating high levels of inter- and intra- level trust between researchers, practitioners and community participants; strong debriefing and evaluation practices; and the use of experienced and knowledgeable facilitators. These results can help inform future game design, and research methodologies to develop robust ways for engaging with stakeholders and end users, and enhance learning effects for resilient climate futures.
Kim, Eun Joo; Namkoong, Kee; Ku, Taeyun; Kim, Se Joo
2008-04-01
This study aimed to explore the relationship between online game addiction and aggression, self-control, and narcissistic personality traits, which are known as the psychological characteristics linked to "at-risk" populations for online game addiction. A total of 1471 online game users (males 82.7%, females 17.3%, mean age 21.30+/-4.96) participated in this study and were asked to complete several self-report measures using an online response method. Questionnaires included demographic information and game use-related characteristics of the samples, the online game addiction scale (modified from Young's Internet addiction scale), the Buss-Perry aggression questionnaire, a self-control scale, and the narcissistic personality disorder scale. Our results indicated that aggression and narcissistic personality traits are positively correlated with online game addiction, whereas self-control is negatively correlated with online game addiction (p<0.001). In addition, a multiple regression analysis revealed that the extent of online game addiction could be predicted based on the person's narcissistic personality traits, aggression, self-control, interpersonal relationship, and occupation. However, only 20% of the variance in behavioral consequences was explained with the model. An interesting profile has emerged from the results of this study, suggesting that certain psychological characteristics such as aggression, self-control, and narcissistic personality traits may predispose some individuals to become addicted to online games. This result will deepen our understanding of the "at-risk" population for online game addiction and provide basic information that can contribute to developing a prevention program for people who are addicted to online games.
Emotions and cooperation in economic games.
Haselhuhn, Michael P; Mellers, Barbara A
2005-04-01
In this paper, we examine decisions to cooperate in economic games. We investigate which payoffs give players the greatest pleasure and whether the pleasure they feel about payoffs predicts their decisions to cooperate. To do this, we modify the ultimatum and dictator games by asking players to consider a fixed set of offers and report their preferences over all offers. Players also report the pleasure they imagine feeling from each possible payoff. Results show that players differ in the extent to which they derive pleasure from fairness or greediness. They also differ in the extent to which their choices depend on what we call "strategic" and "non-strategic" pleasure. Strategic pleasure is the expected pleasure of offers, whereas non-strategic pleasure is the pleasure of accepted payoffs. Players whose pleasure primarily depends on larger payoffs tend to make fair offers in the ultimatum game and selfish offers in the dictator game. They maximize strategic pleasure in the ultimatum game and non-strategic pleasure in the dictator game. Players who derive greater pleasure from fairness tend to act fairly in both games. These players maximize non-strategic pleasure. Brain imaging studies should address the question of whether the observed differences in pleasure and preference are systematically linked to differences in neurological activation.
Interactive floating windows: a new technique for stereoscopic video games
NASA Astrophysics Data System (ADS)
Zerebecki, Chris; Stanfield, Brodie; Tawadrous, Mina; Buckstein, Daniel; Hogue, Andrew; Kapralos, Bill
2012-03-01
The film industry has a long history of creating compelling experiences in stereoscopic 3D. Recently, the video game as an artistic medium has matured into an effective way to tell engaging and immersive stories. Given the current push to bring stereoscopic 3D technology into the consumer market there is considerable interest to develop stereoscopic 3D video games. Game developers have largely ignored the need to design their games specifically for stereoscopic 3D and have thus relied on automatic conversion and driver technology. Game developers need to evaluate solutions used in other media, such as film, to correct perceptual problems such as window violations, and modify or create new solutions to work within an interactive framework. In this paper we extend the dynamic floating window technique into the interactive domain enabling the player to position a virtual window in space. Interactively changing the position, size, and the 3D rotation of the virtual window, objects can be made to 'break the mask' dramatically enhancing the stereoscopic effect. By demonstrating that solutions from the film industry can be extended into the interactive space, it is our hope that this initiates further discussion in the game development community to strengthen their story-telling mechanisms in stereoscopic 3D games.
Dubois, Frédérique; Giraldeau, Luc-Alain; Hamilton, Ian M; Grant, James W A; Lefebvre, Louis
2004-08-01
Hawk-dove games have been extensively used to predict the conditions under which group-living animals should defend their resources against potential usurpers. Typically, game-theoretic models on aggression consider that resource defense may entail energetic and injury costs. However, intruders may also take advantage of owners who are busy fighting to sneak access to unguarded resources, imposing thereby an additional cost on the use of the escalated hawk strategy. In this article we modify the two-strategy hawk-dove game into a three-strategy hawk-dove-sneaker game that incorporates a distraction-sneaking tactic, allowing us to explore its consequences on the expected level of aggression within groups. Our model predicts a lower proportion of hawks and hence lower frequencies of aggressive interactions within groups than do previous two-strategy hawk-dove games. The extent to which distraction sneakers decrease the frequency of aggression within groups, however, depends on whether they search only for opportunities to join resources uncovered by other group members or for both unchallenged resources and opportunities to usurp.
Who trusts scientists for information about climate change? Nuclear power? Vaccines?
NASA Astrophysics Data System (ADS)
Hamilton, L.
2015-12-01
US public acceptance/rejection of science on the topic of climate change has become highly polarized, with a demographic profile well established through survey research. Trust in scientists for information about climate change tends to increase with education, decrease with age, and is higher among self-identified liberals and moderates than among conservatives. Demographic profiles of people who do or do not trust scientists regarding other disputed topics are less well established. Some observers have argued that certain domains such as vaccines, nuclear power or genetically modified organisms (GMOs) could present a mirror image of climate change, with liberals instead of conservatives disproportionately rejecting science on that topic. Evidence for this mirror-image hypothesis has been mainly anecdotal, however. Here we test it systematically using statewide survey data on more than 1200 interviews, comparing five similarly worded questions that ask respondents whether they trust, don't trust, or are unsure about scientists as a source of information about ... climate change, vaccines, evolution, nuclear power safety, or GMOs. Climate change proves to be the most polarized of these topics, but all five exhibit roughly similar age, education and ideological effects -- contrary to the mirror-image hypothesis. The common patterns across five science domains, chosen for their hypothetical contrasts, map out an unexpectedly cohesive picture of who trusts scientists for information, and who does not. Implications of these survey results for public outreach and science communication are explored.
Choi, Ho-Suk; Shin, Won-Seob; Bang, Dae-Hyouk; Choi, Sung-Jin
2017-03-01
The aims of this work were to determine whether game-based constraint-induced movement therapy (CIMT) is effective at improving balance ability in patients with stroke, and to provide clinical knowledge of game-based training that allows application of CIMT to the lower extremities. Thirty-six patients with chronic stroke were randomly assigned to game-based CIMT (n = 12), general game-based training (n = 12), and conventional (n = 12) groups. All interventions were conducted 3 times a week for 4 weeks. The static balance control and weight-bearing symmetry were assessed, and the Functional Reach Test (FRT), modified Functional Reach Test (mFRT), and Timed Up and Go (TUG) test were performed to evaluate balance ability. All 3 groups showed significant improvement in anterior-posterior axis (AP-axis) distance, sway area, weight-bearing symmetry, FRT, mFRT, and TUG test after the intervention (P < 0.05). Post hoc analysis revealed significant differences in AP-axis, and sway area, weight-bearing symmetry of the game-based CIMT group compared with the other group (P < 0.05). Although the general game-based training and the game-based CIMT both improved on static and dynamic balance ability, game-based CIMT had a larger effect on static balance control, weight-bearing symmetry, and side-to-side weight shift.
Rabinovitz, Sharon; Nagar, Maayan
2015-10-01
Cognitive biases have previously been recognized as key mechanisms that contribute to the development, maintenance, and relapse of addictive behaviors. The same mechanisms have been recently found in problematic computer gaming. The present study aims to investigate whether excessive massively multiplayer online role-playing gamers (EG) demonstrate an approach bias toward game-related cues compared to neutral stimuli; to test whether these automatic action tendencies can be implicitly modified in a single session training; and to test whether this training affects game urges and game-seeking behavior. EG (n=38) were randomly assigned to a condition in which they were implicitly trained to avoid or to approach gaming cues by pushing or pulling a joystick, using a computerized intervention (cognitive bias modification via the Approach Avoidance Task). EG demonstrated an approach bias for gaming cues compared with neutral, movie cues. Single session training significantly decreased automatic action tendencies to approach gaming cues. These effects occurred outside subjective awareness. Furthermore, approach bias retraining reduced subjective urges and intentions to play, as well as decreased game-seeking behavior. Retraining automatic processes may be beneficial in changing addictive impulses in EG. Yet, large-scale trials and long-term follow-up are warranted. The results extend the application of cognitive bias modification from substance use disorders to behavioral addictions, and specifically to Internet gaming disorder. Theoretical implications are discussed.
Chang, Shao-Chuan; Lin, Li-Yun; Horng, Ruey-Yun; Wang, Yau-De
2014-06-01
Taiwanese college students (N = 101) participated in the study to examine the effects of the amount of an endowment, the tangibility of an endowment, and the certainty of the recipient on selfishness in a modified dictator game. Results showed that dictators were more selfish when allocating tangible (money) than less tangible (honor credits) endowments. Selfishness was higher when large amounts of money were involved. The certainty of the recipient was manipulated by whether the recipient was chosen and announced before or after the decision. Unexpectedly, participants were more self-interested in the certain-recipient condition than in the uncertain-recipient condition. In the honor condition, the amount of an endowment and the certainty of the recipient did not affect participants' allocations.
Hsieh, Hsieh-Chun; Lin, Hung-Yu; Chiu, Wen-Hsin; Meng, Ling Fu; Liu, Chun Kai
2015-01-01
This study used a novel device to make video games accessible to children with developmental disabilities (DD) by modifying the training software and interfaces to enhance motor training. In the pretest-posttest design, 20 children (13 boys, 7 girls; mean age=5.2 yr) with DD received adaptive upper-limb motor rehabilitation consisting of fifteen 30-min individual sessions 3 times per week for 5 wk. Improvement in Beery-Buktenica Developmental Test of Visual Motor Integration and Peabody Developmental Motor Scales, Second Edition, scores for children with DD indicated significant differences between pretest and posttest. The rehabilitation device modified for the needs of children with DD is effective in improving visual-motor performance of children with DD. Copyright © 2015 by the American Occupational Therapy Association, Inc.
Nudging Cooperation in a Crowd Experiment
Niella, Tamara; Stier-Moses, Nicolás; Sigman, Mariano
2016-01-01
We examine the hypothesis that driven by a competition heuristic, people don't even reflect or consider whether a cooperation strategy may be better. As a paradigmatic example of this behavior we propose the zero-sum game fallacy, according to which people believe that resources are fixed even when they are not. We demonstrate that people only cooperate if the competitive heuristic is explicitly overridden in an experiment in which participants play two rounds of a game in which competition is suboptimal. The observed spontaneous behavior for most players was to compete. Then participants were explicitly reminded that the competing strategy may not be optimal. This minor intervention boosted cooperation, implying that competition does not result from lack of trust or willingness to cooperate but instead from the inability to inhibit the competition bias. This activity was performed in a controlled laboratory setting and also as a crowd experiment. Understanding the psychological underpinnings of these behaviors may help us improve cooperation and thus may have vast practical consequences to our society. PMID:26797425
Speaking in Character: Voice Communication in Virtual Worlds
NASA Astrophysics Data System (ADS)
Wadley, Greg; Gibbs, Martin R.
This chapter summarizes 5 years of research on the implications of introducing voice communication systems to virtual worlds. Voice introduces both benefits and problems for players of fast-paced team games, from better coordination of groups and greater social presence of fellow players on the positive side, to negative features such as channel congestion, transmission of noise, and an unwillingness by some to use voice with strangers online. Similarly, in non-game worlds like Second Life, issues related to identity and impression management play important roles, as voice may build greater trust that is especially important for business users, yet it erodes the anonymity and ability to conceal social attributes like gender that are important for other users. A very different mixture of problems and opportunities exists when users conduct several simultaneous conversations in multiple text and voice channels. Technical difficulties still exist with current systems, including the challenge of debugging and harmonizing all the participants' voice setups. Different groups use virtual worlds for very different purposes, so a single modality may not suit all.
Nudging Cooperation in a Crowd Experiment.
Niella, Tamara; Stier-Moses, Nicolás; Sigman, Mariano
2016-01-01
We examine the hypothesis that driven by a competition heuristic, people don't even reflect or consider whether a cooperation strategy may be better. As a paradigmatic example of this behavior we propose the zero-sum game fallacy, according to which people believe that resources are fixed even when they are not. We demonstrate that people only cooperate if the competitive heuristic is explicitly overridden in an experiment in which participants play two rounds of a game in which competition is suboptimal. The observed spontaneous behavior for most players was to compete. Then participants were explicitly reminded that the competing strategy may not be optimal. This minor intervention boosted cooperation, implying that competition does not result from lack of trust or willingness to cooperate but instead from the inability to inhibit the competition bias. This activity was performed in a controlled laboratory setting and also as a crowd experiment. Understanding the psychological underpinnings of these behaviors may help us improve cooperation and thus may have vast practical consequences to our society.
Heterogeneous Households A within-subject test of asymmetric information between spouses in Kenya
Hoel, Jessica B.
2015-01-01
To identify which spouses respond to asymmetric information, I play two dictator games with each member of the couple. One decision is kept secret from the respondent's spouse, while another choice is public. Most people give the same amount in public and secret, while a minority behave opportunistically and give more to their spouse in public and less in secret. The types identified in the lab also behave differently at home. For those who behave opportunistically in the lab, greater knowledge about finances at home is associated with worse opportunism in the lab, suggesting that for these couples complete information at home is not due to trust but rather is an endogenous response to non-cooperative behavior. The paper highlights that allowing for heterogeneous types changes the conclusions we draw about appropriate models of the household and suggests that laboratory games can be used to identify household types useful in the interpretation of field data. PMID:26504256
Cooperate without looking: why we care what people think and not just what they do.
Hoffman, Moshe; Yoeli, Erez; Nowak, Martin A
2015-02-10
Evolutionary game theory typically focuses on actions but ignores motives. Here, we introduce a model that takes into account the motive behind the action. A crucial question is why do we trust people more who cooperate without calculating the costs? We propose a game theory model to explain this phenomenon. One player has the option to "look" at the costs of cooperation, and the other player chooses whether to continue the interaction. If it is occasionally very costly for player 1 to cooperate, but defection is harmful for player 2, then cooperation without looking is a subgame perfect equilibrium. This behavior also emerges in population-based processes of learning or evolution. Our theory illuminates a number of key phenomena of human interactions: authentic altruism, why people cooperate intuitively, one-shot cooperation, why friends do not keep track of favors, why we admire principled people, Kant's second formulation of the Categorical Imperative, taboos, and love.
Cooperate without looking: Why we care what people think and not just what they do
Hoffman, Moshe; Yoeli, Erez; Nowak, Martin A.
2015-01-01
Evolutionary game theory typically focuses on actions but ignores motives. Here, we introduce a model that takes into account the motive behind the action. A crucial question is why do we trust people more who cooperate without calculating the costs? We propose a game theory model to explain this phenomenon. One player has the option to “look” at the costs of cooperation, and the other player chooses whether to continue the interaction. If it is occasionally very costly for player 1 to cooperate, but defection is harmful for player 2, then cooperation without looking is a subgame perfect equilibrium. This behavior also emerges in population-based processes of learning or evolution. Our theory illuminates a number of key phenomena of human interactions: authentic altruism, why people cooperate intuitively, one-shot cooperation, why friends do not keep track of favors, why we admire principled people, Kant’s second formulation of the Categorical Imperative, taboos, and love. PMID:25624473
NASA Astrophysics Data System (ADS)
Szabó, György; Fáth, Gábor
2007-07-01
Game theory is one of the key paradigms behind many scientific disciplines from biology to behavioral sciences to economics. In its evolutionary form and especially when the interacting agents are linked in a specific social network the underlying solution concepts and methods are very similar to those applied in non-equilibrium statistical physics. This review gives a tutorial-type overview of the field for physicists. The first four sections introduce the necessary background in classical and evolutionary game theory from the basic definitions to the most important results. The fifth section surveys the topological complications implied by non-mean-field-type social network structures in general. The next three sections discuss in detail the dynamic behavior of three prominent classes of models: the Prisoner's Dilemma, the Rock-Scissors-Paper game, and Competing Associations. The major theme of the review is in what sense and how the graph structure of interactions can modify and enrich the picture of long term behavioral patterns emerging in evolutionary games.
Word game bingo: a behavioral treatment package for improving textual responding to sight words.
Kirby, K C; Holborn, S W; Bushby, H T
1981-01-01
Six third-grade students identified as deficient in reading skills tested the efficacy of word game bingo for acquisition and retention of sight word reading. The design was a modified multiple baseline in which treatment was implemented over 3 of 4 word sets and terminated on earlier sets when commencing treatment on later sets. Four sets of bingo cards were constructed on 7 X 9 cm paper divided into 25 equal-sized boxes. Sight words of each set were randomly placed into 24 of these boxes (the center box was marked "free"). Bingo winners were given tokens which were traded weekly for reinforcing activities. Noticeable improvements occurred for the word sets receiving the game treatment (sets A to C). Mean percentage points of improvement from baseline to treatment were approximately 30%. Terminal levels of correct responding exceeded 90%. Several variations of the game were suggested for future research and word game bingo was advocated as an effective behavioral technique or teachers to train sight word reading. PMID:7298541
On gamesmen and fair men: explaining fairness in non-cooperative bargaining games.
Suleiman, Ramzi
2018-02-01
Experiments on bargaining games have repeatedly shown that subjects fail to use backward induction, and that they only rarely make demands in accordance with the subgame perfect equilibrium. In a recent paper, we proposed an alternative model, termed 'economic harmony' in which we modified the individual's utility by defining it as a function of the ratio between the actual and aspired pay-offs. We also abandoned the notion of equilibrium, in favour of a new notion of 'harmony', defined as the intersection of strategies, at which all players are equally satisfied. We showed that the proposed model yields excellent predictions of offers in the ultimatum game, and requests in the sequential common pool resource dilemma game. Strikingly, the predicted demand in the ultimatum game is equal to the famous Golden Ratio (approx. 0.62 of the entire pie). The same prediction was recently derived independently by Schuster (Schuster 2017. Sci. Rep. 7 , 5642). In this paper, we extend the solution to bargaining games with alternating offers. We show that the derived solution predicts the opening demands reported in several experiments, on games with equal and unequal discount factors and game horizons. Our solution also predicts several unexplained findings, including the puzzling 'disadvantageous counter-offers', and the insensitivity of opening demands to variations in the players' discount factors, and game horizon. Strikingly, we find that the predicted opening demand in the alternating offers game is also equal to the Golden Ratio.
On gamesmen and fair men: explaining fairness in non-cooperative bargaining games
2018-01-01
Experiments on bargaining games have repeatedly shown that subjects fail to use backward induction, and that they only rarely make demands in accordance with the subgame perfect equilibrium. In a recent paper, we proposed an alternative model, termed ‘economic harmony’ in which we modified the individual's utility by defining it as a function of the ratio between the actual and aspired pay-offs. We also abandoned the notion of equilibrium, in favour of a new notion of ‘harmony’, defined as the intersection of strategies, at which all players are equally satisfied. We showed that the proposed model yields excellent predictions of offers in the ultimatum game, and requests in the sequential common pool resource dilemma game. Strikingly, the predicted demand in the ultimatum game is equal to the famous Golden Ratio (approx. 0.62 of the entire pie). The same prediction was recently derived independently by Schuster (Schuster 2017. Sci. Rep. 7, 5642). In this paper, we extend the solution to bargaining games with alternating offers. We show that the derived solution predicts the opening demands reported in several experiments, on games with equal and unequal discount factors and game horizons. Our solution also predicts several unexplained findings, including the puzzling ‘disadvantageous counter-offers’, and the insensitivity of opening demands to variations in the players' discount factors, and game horizon. Strikingly, we find that the predicted opening demand in the alternating offers game is also equal to the Golden Ratio. PMID:29515877
NASA Astrophysics Data System (ADS)
Ding, Hao; Wang, Yong; Guo, Sini; Xu, Xiaofeng; Che, Cheng
2016-04-01
International projects are different from general domestic ones. In order to analyse the differences, a tripartite game model is built up to describe the relationship among owner, supervisor and general contractor, and some measures are given for the owner to more effectively complete the project. In addition, a project schedule selection model is formulated and a new benefit allocation method is proposed by introducing a new modified Shapley value with weighted factor.
Matching games with partial information
NASA Astrophysics Data System (ADS)
Laureti, Paolo; Zhang, Yi-Cheng
2003-06-01
We analyze different ways of pairing agents in a bipartite matching problem, with regard to its scaling properties and to the distribution of individual “satisfactions”. Then we explore the role of partial information and bounded rationality in a generalized Marriage Problem, comparing the benefits obtained by self-searching and by a matchmaker. Finally we propose a modified matching game intended to mimic the way consumers’ information makes firms to enhance the quality of their products in a competitive market.
ERIC Educational Resources Information Center
Brand, Matthias; Pawlikowski, Mirko; Labudda, Kirsten; Laier, Christian; von Rothkirch, Nadine; Markowitsch, Hans J.
2009-01-01
We investigated the role of feedback processing in decision making under risk conditions in 50 patients with amnesia in the course of alcoholic Korsakoff's syndrome (KS). Half of the patients were administered the Game of Dice Task (GDT) and the remaining 25 patients were examined with a modified version of the GDT in which no feedback was…
Agee, Mark D; Gates, Zane
2013-02-01
Game theory is useful for identifying conditions under which individual stakeholders in a collective action problem interact in ways that are more cooperative and in the best interest of the collective. The literature applying game theory to healthcare markets predicts that when providers set prices for services autonomously and in a noncooperative fashion, the market will be susceptible to ongoing price inflation. We compare the traditional fee-for-service pricing framework with an alternative framework involving modified doctor, hospital and insurer pricing and incentive strategies. While the fee-for-service framework generally allows providers to set prices autonomously, the alternative framework constrains providers to interact more cooperatively. We use community-level provider and insurer data to compare provider and insurer costs and patient wellness under the traditional and modified pricing frameworks. The alternative pricing framework assumes (i) providers agree to manage all outpatient claims; (ii) the insurer agrees to manage all inpatient clams; and (iii) insurance premiums are tied to patients' healthy behaviours. Consistent with game theory predictions, the more cooperative alternative pricing framework benefits all parties by producing substantially lower administrative costs along with higher profit margins for the providers and the insurer. With insurance premiums tied to consumers' risk-reducing behaviours, the cost of insurance likewise decreases for both the consumer and the insurer.
The impact of voting on tax payments
Wahl, Ingrid; Muehlbacher, Stephan; Kirchler, Erich
2010-01-01
This study examines whether participating in governmental decisions influences taxpayers’ cooperation. The results of experiment 1 show that participants tend to contribute more when they can vote on different rules for a public good game. Experiment 2 reveals that tax payments are lowest in a tax simulation when participants benefit from tax payments and can not vote. However, when the participants did not benefit from tax payments, voting had no impact and cooperation was about the same as when participants benefited and could vote. Furthermore, voting increases procedural fairness and trust mediates the effect of procedural fairness on tax payments. PMID:21654938
2013-03-01
the Monterey Tennis Center. It was always a great stress relief to get out and dominate the tennis courts with each of you. I will never forget the...The author of this thesis considers the work being done at ATC to be the best in the field for piracy and other research. There has been quite a bit of...Marsh, http://hdl.handle.net/10945/4542. “Disrupting Somali Piracy Via Trust and Influence Operations,” June 2009, by Robert Bair, http
Gaming behavior and addiction among Hong Kong adolescents.
Wong, Irene Lai Kuen; Lam, Millicent Pui Sze
Game playing is very popular among Hong Kong teenagers. This study aimed to investigate adolescent gaming behavior and addiction at the Internet cafe, and to explore perceived benefits and harms associated with the activity. A convenient sample of 13 male high school students aged 12-15 years (mean age = 13.6 years) were interviewed at two Internet cafes. Young's (Caught in the net, Wiley, New York, 1998) criteria of Internet addiction were modified to assess gaming addiction. Internet cafes were described as a safe and ideal rendezvous for gamers. The benefits of gaming included fun and satisfaction, fostering social support and teamwork, meeting new friends and becoming sociable, boosting cognitive techniques and intellectual agility, improved responsiveness and quick thinking. Perceived harms of gaming addiction were reduced time and interest in other important activities, poor academic performance, physical harms and emotional distress, disrupted friendship with non-gaming peers, risked family relationship and financial problems. Five interviewees (38.5 %) could be categorized as pathological gamers and two were problem gamers (15.4 %). The psychological factors associated with gaming addiction include low self-esteem, a strong desire for aggressive and exciting experiences, reliance on gaming to kill time and to obtain satisfaction, coping with problems and negative emotions, and obsession with achieving higher rankings in games. The social and environmental risk factors are accessibility to the Internet cafés, aggressive promotional activities at the Internet cafes, peer pressure, family influence and early gaming experiences, perceived parental approval, lack of parental supervision, and poor family relationship. The study results throw light on prevention programs.
Abbott, Rebecca A; Smith, Anne J; Howie, Erin K; Pollock, Clare; Straker, Leon
2014-08-01
Active-input videogames could provide a useful conduit for increasing physical activity by improving a child's self-confidence, physical activity enjoyment, and reducing anxiety. Therefore this study evaluated the impact of (a) the removal of home access to traditional electronic games or (b) their replacement with active-input videogames, on child self-perception, enjoyment of physical activity, and electronic game use anxiety. This was a crossover, randomized controlled trial, conducted over a 6-month period in participants' family homes in metropolitan Perth, Australia, from 2007 to 2010. Children 10-12 years old were recruited through school and community media. Of 210 children who were eligible, 74 met inclusion criteria, and 8 withdrew, leaving 66 children (33 girls) for analysis. A counterbalanced randomized order of three conditions sustained for 8 weeks each: No home access to electronic games, home access to traditional electronic games, and home access to active-input electronic games. Perception of self-esteem (Harter's Self Perception Profile for Children), enjoyment of physical activity (Physical Activity Enjoyment Scale questionnaire), and anxiety toward electronic game use (modified Loyd and Gressard Computer Anxiety Subscale) were assessed. Compared with home access to traditional electronic games, neither removal of all electronic games nor replacement with active-input games resulted in any significant change to child self-esteem, enjoyment of physical activity, or anxiety related to electronic games. Although active-input videogames have been shown to be enjoyable in the short term, their ability to impact on psychological outcomes is yet to be established.
Evaluation of the efficacy of simulation games in traffic safety education of kindergarten children.
Renaud, L; Suissa, S
1989-01-01
Using a simulation game designed to teach children to obey certain traffic safety rules, an experimental study was conducted with 136 five-year-old children in four Quebec schools. Within each classroom, subjects were randomly divided into four groups: three intervention groups and one control group. Each of the experimental groups was subjected to a different intervention with outcome measured using three instruments related to attitudes, behavior, and transfer of learning of pedestrian traffic safety. Results suggest that simulation games including role-playing/group dynamics and modeling/training can change attitudes and modify behavior in the area of pedestrian traffic safety in children of this age. PMID:2916716
Replicator dynamics with turnover of players
NASA Astrophysics Data System (ADS)
Juul, Jeppe; Kianercy, Ardeshir; Bernhardsson, Sebastian; Pigolotti, Simone
2013-08-01
We study adaptive dynamics in games where players abandon the population at a given rate and are replaced by naive players characterized by a prior distribution over the admitted strategies. We demonstrate how such a process leads macroscopically to a variant of the replicator equation, with an additional term accounting for player turnover. We study how Nash equilibria and the dynamics of the system are modified by this additional term for prototypical examples such as the rock-paper-scissors game and different classes of two-action games played between two distinct populations. We conclude by showing how player turnover can account for nontrivial departures from Nash equilibria observed in data from lowest unique bid auctions.
Effects of diversity on multiagent systems: Minority games
NASA Astrophysics Data System (ADS)
Wong, K. Y. Michael; Lim, S. W.; Gao, Zhuo
2005-06-01
We consider a version of large population games whose agents compete for resources using strategies with adaptable preferences. The games can be used to model economic markets, ecosystems, or distributed control. Diversity of initial preferences of strategies is introduced by randomly assigning biases to the strategies of different agents. We find that diversity among the agents reduces their maladaptive behavior. We find interesting scaling relations with diversity for the variance and other parameters such as the convergence time, the fraction of fickle agents, and the variance of wealth, illustrating their dynamical origin. When diversity increases, the scaling dynamics is modified by kinetic sampling and waiting effects. Analyses yield excellent agreement with simulations.
Meta-T: TetrisⓇ as an experimental paradigm for cognitive skills research.
Lindstedt, John K; Gray, Wayne D
2015-12-01
Studies of human performance in complex tasks using video games are an attractive prospect, but many existing games lack a comprehensive way to modify the game and track performance beyond basic levels of analysis. Meta-T provides experimenters a tool to study behavior in a dynamic task environment with time-stressed decision-making and strong perceptual-motor elements, offering a host of experimental manipulations with a robust and detailed logging system for all user events, system events, and screen objects. Its experimenter-friendly interface provides control over detailed parameters of the task environment without need for programming expertise. Support for eye-tracking and computational cognitive modeling extend the paradigm's scope.
Evaluation of the efficacy of simulation games in traffic safety education of kindergarten children.
Renaud, L; Suissa, S
1989-03-01
Using a simulation game designed to teach children to obey certain traffic safety rules, an experimental study was conducted with 136 five-year-old children in four Quebec schools. Within each classroom, subjects were randomly divided into four groups: three intervention groups and one control group. Each of the experimental groups was subjected to a different intervention with outcome measured using three instruments related to attitudes, behavior, and transfer of learning of pedestrian traffic safety. Results suggest that simulation games including role-playing/group dynamics and modeling/training can change attitudes and modify behavior in the area of pedestrian traffic safety in children of this age.
78 FR 72451 - Net Investment Income Tax
Federal Register 2010, 2011, 2012, 2013, 2014
2013-12-02
... Net Investment Income Tax AGENCY: Internal Revenue Service (IRS), Treasury. ACTION: Withdrawal of... computation of net investment income. The regulations affect individuals, estates, and trusts whose incomes... investment income for such taxable year, or (B) the excess (if any) of: (i) The individual's modified...
Schnall, Rebecca; Higgins, Tracy; Brown, William; Carballo-Dieguez, Alex; Bakken, Suzanne
2017-01-01
Mobile technology use is nearly ubiquitous which affords the opportunity for using these technologies for modifying health related behaviors. At the same time, use of mobile health (mHealth) technology raises privacy and security concerns of consumers. The goal of this analysis was to understand the perceived ease of use, usefulness, risk and trust that contribute to behavioral intention to use a mobile application for meeting the healthcare needs of persons living with HIV (PLWH). To understand these issues, we conducted focus group sessions with 50 persons living with HIV and 30 HIV healthcare providers. We used the e-commerce acceptance model to analyze our focus group data. Findings from the study demonstrated the need for mHealth to be perceived as useful, easy to use, with little perceived risk accompanied by a measure of trust in the creators of the technology. Findings from this work can inform future work on patients and providers’ perceptions of risk, trust, ease of use and usefulness of mHealth technology. PMID:26262094
Schnall, Rebecca; Higgins, Tracy; Brown, William; Carballo-Dieguez, Alex; Bakken, Suzanne
2015-01-01
Mobile technology use is nearly ubiquitous which affords the opportunity for using these technologies for modifying health related behaviors. At the same time, use of mobile health (mHealth) technology raises privacy and security concerns of consumers. The goal of this analysis was to understand the perceived ease of use, usefulness, risk and trust that contribute to behavioral intention to use a mobile application for meeting the healthcare needs of persons living with HIV (PLWH). To understand these issues, we conducted focus group sessions with 50 persons living with HIV and 30 HIV healthcare providers. We used the e-commerce acceptance model to analyze our focus group data. Findings from the study demonstrated the need for mHealth to be perceived as useful, easy to use, with little perceived risk accompanied by a measure of trust in the creators of the technology. Findings from this work can inform future work on patients and providers' perceptions of risk, trust, ease of use and usefulness of mHealth technology.
The effect of a silicone wristband in dynamic balance.
Teruya, Thiago Toshi; Matareli, Bruno Machado; Soares Romano, Fillipe; Mochizuki, Luis
2013-10-01
The effect of a wristband on the dynamic balance of young adults was assessed. Twenty healthy young adults wore a commercial Power BalanceT or fake silicone wristband. A 3D accelerometer was attached to their lumbar region to measure body sway. They played the video game Tightrope (Wii video game console) with and without a wristband; body sway acceleration was measured. Mean balance sway acceleration and its variability were the same in all conditions, so silicone wristbands do not modify dynamic balance control.
Spatial prisoner's dilemma game with volunteering in Newman-Watts small-world networks
NASA Astrophysics Data System (ADS)
Wu, Zhi-Xi; Xu, Xin-Jian; Chen, Yong; Wang, Ying-Hai
2005-03-01
A modified spatial prisoner’s dilemma game with voluntary participation in Newman-Watts small-world networks is studied. Some reasonable ingredients are introduced to the game evolutionary dynamics: each agent in the network is a pure strategist and can only take one of three strategies (cooperator, defector, and loner); its strategical transformation is associated with both the number of strategical states and the magnitude of average profits, which are adopted and acquired by its coplayers in the previous round of play; a stochastic strategy mutation is applied when it gets into the trouble of local commons that the agent and its neighbors are in the same state and get the same average payoffs. In the case of very low temptation to defect, it is found that agents are willing to participate in the game in typical small-world region and intensive collective oscillations arise in more random region.
Tactical expertise assessment in youth football using representative tasks.
Serra-Olivares, Jaime; Clemente, Filipe Manuel; González-Víllora, Sixto
2016-01-01
Specific football drills improve the development of technical/tactical and physical variables in players. Based on this principle, in recent years it has been possible to observe in daily training a growing volume of small-sided and conditioned games. These games are smaller and modified forms of formal games that augment players' perception of specific tactics. Despite this approach, the assessment of players' knowledge and tactical execution has not been well documented, due mainly to the difficulty in measuring tactical behavior. For that reason, this study aims to provide a narrative review about the tactical assessment of football training by using representative tasks to measure the tactical expertise of youth football players during small-sided and conditioned games. This study gives an overview of the ecological approach to training and the principles used for representative task design, providing relevant contribution and direction for future research into the assessment of tactical expertise in youth football.
Charalambous, Andreas; Radwin, Laurel; Berg, Agneta; Sjovall, Katarina; Patiraki, Elisabeth; Lemonidou, Chryssoula; Katajisto, Jouko; Suhonen, Riitta
2016-09-01
Providing high quality nursing care for patients with malignancies is complex and driven by many factors. Many of the associations between nursing care quality, trust, health status and individualized care remain obscure. To empirically test a model of association linking hospitalized cancer patients' health status, nursing care quality, perceived individuality in care and trust in nurses. A cross-sectional, exploratory and correlational study design was used. This multi-site study was conducted in cancer care clinics, in-patient wards of five tertiary care hospitals in Cyprus, Finland, Greece and Sweden. Out of 876 hospitalized patients with a confirmed histopathological diagnosis of cancer approached to participate in the study in consecutive order, 599 (response rate 68%) agreed to participate and the data from 590 were used for path analysis. Data were collected in 2012-2013 with the Individualized Care Scale-Patient (ICS-Patient), the Oncology Patients' Perceptions of Quality Nursing Care Scale (OPPQNCS), the Euro-Qol (EQ-5D-3L) and the Trust in Nurses Scale. Data were analysed statistically using descriptive and inferential statistics. Mplus version 7.11 was used to determine the best Trust model with path analysis. Although the model fit indices suggested that the hypothesized model did not perfectly to the data, a slightly modified model which includes the reciprocal path between individualized care and nursing care quality demonstrated a good fit. A model of trust in nurses was developed. Health status, individualized care, and nursing care quality were found to be associated with trust. The model highlights the complexity of caring for cancer patients. Trust in nurses is influenced by the provision of individualized care. Generating and promoting trust requires interventions, which promote nursing care quality, individuality and patients' health status. Copyright © 2016 Elsevier Ltd. All rights reserved.
Use of computer games as an intervention for stroke.
Proffitt, Rachel M; Alankus, Gazihan; Kelleher, Caitlin L; Engsberg, Jack R
2011-01-01
Current rehabilitation for persons with hemiparesis after stroke requires high numbers of repetitions to be in accordance with contemporary motor learning principles. The motivational characteristics of computer games can be harnessed to create engaging interventions for persons with hemiparesis after stroke that incorporate this high number of repetitions. The purpose of this case report was to test the feasibility of using computer games as a 6-week home therapy intervention to improve upper extremity function for a person with stroke. One person with left upper extremity hemiparesis after stroke participated in a 6-week home therapy computer game intervention. The games were customized to her preferences and abilities and modified weekly. Her performance was tracked and analyzed. Data from pre-, mid-, and postintervention testing using standard upper extremity measures and the Reaching Performance Scale (RPS) were analyzed. After 3 weeks, the participant demonstrated increased upper extremity range of motion at the shoulder and decreased compensatory trunk movements during reaching tasks. After 6 weeks, she showed functional gains in activities of daily living (ADLs) and instrumental ADLs despite no further improvements on the RPS. Results indicate that computer games have the potential to be a useful intervention for people with stroke. Future work will add additional support to quantify the effectiveness of the games as a home therapy intervention for persons with stroke.
The effects of an action video game on visual and affective information processing.
Bailey, Kira; West, Robert
2013-04-04
Playing action video games can have beneficial effects on visuospatial cognition and negative effects on social information processing. However, these two effects have not been demonstrated in the same individuals in a single study. The current study used event-related brain potentials (ERPs) to examine the effects of playing an action or non-action video game on the processing of emotion in facial expression. The data revealed that 10h of playing an action or non-action video game had differential effects on the ERPs relative to a no-contact control group. Playing an action game resulted in two effects: one that reflected an increase in the amplitude of the ERPs following training over the right frontal and posterior regions that was similar for angry, happy, and neutral faces; and one that reflected a reduction in the allocation of attention to happy faces. In contrast, playing a non-action game resulted in changes in slow wave activity over the central-parietal and frontal regions that were greater for targets (i.e., angry and happy faces) than for non-targets (i.e., neutral faces). These data demonstrate that the contrasting effects of action video games on visuospatial and emotion processing occur in the same individuals following the same level of gaming experience. This observation leads to the suggestion that caution should be exercised when using action video games to modify visual processing, as this experience could also have unintended effects on emotion processing. Published by Elsevier B.V.
Does padded headgear prevent head injury in rugby union football?
McIntosh, Andrew S; McCrory, Paul; Finch, Caroline F; Best, John P; Chalmers, David J; Wolfe, Rory
2009-02-01
Concussion is a serious problem in many contact sports, including rugby union football. The study's primary aim was to measure the efficacy of padded headgear in reducing the rates of head injury or concussion. A cluster randomized controlled trial with three arms was conducted with rugby union football teams as the unit of randomization. Teams consisted of males participating in under 13-, 15-, 18-, and 20-yr age group competitions. The interventions were "standard" and "modified" padded headgear. Headgear wearing and injury were measured for each study team at each game over two seasons. Eighty-two teams participated in year 1 and 87 in year 2. A total of 1493 participants (10,040 player hours) were in the control group, 1128 participants (8170 player hours) were assigned to the standard headgear group, and 1474 participants (10,650 player hours) were assigned to the modified headgear group. The compliance rates were low in all groups, but 46% of participants wore standard headgear. An intention-to-treat analysis showed no differences in the rates of head injury or concussion between controls and headgear arms. Incidence rate ratios for standard headgear wearers referenced to controls were 0.95 and 1.02 for game and missed game injuries. Analyses of injury rates based on observed wearing patterns also showed no significant differences. Incidence rate ratios for standard headgear wearers referenced to nonwearers were 1.11 and 1.10 for game and missed game injuries. Padded headgear does not reduce the rate of head injury or concussion. The low compliance rates are a limitation. Although individuals may choose to wear padded headgear, the routine or mandatory use of protective headgear cannot be recommended.
NASA Astrophysics Data System (ADS)
Pfirman, S. L.; Brunacini, J.; Orlove, B. S.; Bachrach, E.; Hamilton, L.
2017-12-01
Informal learners have many different backgrounds, experiences, and perspectives. How can informal educators effectively reach such diverse audiences, meeting people where they are with regard to climate change? The Polar Learning and Responding: PoLAR Climate Change Education Partnership, supported by NSF, employs surveys, resource development, and research to develop innovative, evidence-based approaches that engage lifelong learners. General-public surveys on climate change yield insights on the knowledge and perceptions that informal learners bring to the table. That helps guide the creation of new tools for effective communication. For example, many people are unsure what causes sea level to rise. The Polar Explorer: Sea Level app uses a data and question-based approach guiding people through interactive maps to learn about melting land ice. In addition, people also tend to believe that climate impacts will happen in the future. Polar Voices podcasts feature Arctic Indigenous communities sharing first-hand experiences with climate change. Prior knowledge can be harnessed to enhance learning. Arctic SMARTIC engages people in role-playing negotiations with others to create a marine management plan. Climate game jams provide collaborative, creative spaces where participants learn as they interact with others. In each case participants, with all their knowledge and experience, are brought into group problem-solving. Understanding whom people trust for climate-change information offers insights that help them become climate communicators. Even those who are concerned about climate often do not discuss it with family and friends (Maibach et al. 2016), yet our research shows that family and friends are second only to scientists as trusted sources of climate information (Hamilton 2016). Fun and novel educational tools such as the EcoChains card game and the EcoKoin social networking app serve as conversation starters.
Game Schedules and Rate of Concussions in the National Football League.
Teramoto, Masaru; Cushman, Daniel M; Cross, Chad L; Curtiss, Heather M; Willick, Stuart E
2017-11-01
Concussion prevention in the National Football League (NFL) is an important priority for player safety. The NFL now has modified game schedules, and one concern is that unconventional game schedules, such as a shortened rest period due to playing on a Thursday rather than during the weekend, may lead to an increased risk of injuries. Unconventional game schedules in the NFL are associated with an increased rate of concussion. Descriptive epidemiological study. This study analyzed concussions and game schedules over the NFL regular seasons from 2012 to 2015 (4 years). Documented numbers of concussions, identified by use of the online database PBS Frontline Concussion Watch, were summarized by regular-season weeks. Association of days of rest and game location (home, away, or overseas) with the rate of concussion was examined by use of the χ 2 test. Logistic regression analysis was performed to examine the relationships of days of rest and home/away games to the risk of repeated concussions, with adjustment for player position. A total of 582 concussions were analyzed in this study. A significantly greater number of concussions occurred in the second half of the season ( P < .01). No significant association was found between the rate of concussion and the days of rest, game location, or timing of the bye week by the team or the opponent ( P > .05). Game schedules were not significantly associated with the occurrence of repeat concussions ( P > .05). Unconventional game schedules in the NFL, including playing on Thursday and playing overseas, do not seem to put players at increased risk of concussions.
Information asymmetry and deception.
Clots-Figueras, Irma; Hernán-González, Roberto; Kujal, Praveen
2015-01-01
Situations such as an entrepreneur overstating a project's value, or a superior choosing to under or overstate the gains from a project to a subordinate are common and may result in acts of deception. In this paper we modify the standard investment game in the economics literature to study the nature of deception. In this game a trustor (investor) can send a given amount of money to a trustee (or investee). The amount received is multiplied by a certain amount, k, and the investee then decides on how to divide the total amount received. In our modified game the information on the multiplier, k, is known only to the investee and she can send a non-binding message to the investor regarding its value. We find that 66% of the investees send false messages with both under and over, statement being observed. Investors are naive and almost half of them believe the message received. We find greater lying when the distribution of the multiplier is unknown by the investors than when they know the distribution. Further, messages make beliefs about the multiplier more pessimistic when the investors know the distribution of the multiplier, while the opposite is true when they do not know the distribution.
Information asymmetry and deception
Clots-Figueras, Irma; Hernán-González, Roberto; Kujal, Praveen
2015-01-01
Situations such as an entrepreneur overstating a project's value, or a superior choosing to under or overstate the gains from a project to a subordinate are common and may result in acts of deception. In this paper we modify the standard investment game in the economics literature to study the nature of deception. In this game a trustor (investor) can send a given amount of money to a trustee (or investee). The amount received is multiplied by a certain amount, k, and the investee then decides on how to divide the total amount received. In our modified game the information on the multiplier, k, is known only to the investee and she can send a non-binding message to the investor regarding its value. We find that 66% of the investees send false messages with both under and over, statement being observed. Investors are naive and almost half of them believe the message received. We find greater lying when the distribution of the multiplier is unknown by the investors than when they know the distribution. Further, messages make beliefs about the multiplier more pessimistic when the investors know the distribution of the multiplier, while the opposite is true when they do not know the distribution. PMID:26257615
Factor Structure of the Internet Addiction Test in Online Gamers and Poker Players.
Khazaal, Yasser; Achab, Sophia; Billieux, Joel; Thorens, Gabriel; Zullino, Daniele; Dufour, Magali; Rothen, Stéphane
2015-01-01
The Internet Addiction Test (IAT) is the most widely used questionnaire to screen for problematic Internet use. Nevertheless, its factorial structure is still debated, which complicates comparisons among existing studies. Most previous studies were performed with students or community samples despite the probability of there being more problematic Internet use among users of specific applications, such as online gaming or gambling. To assess the factorial structure of a modified version of the IAT that addresses specific applications, such as video games and online poker. Two adult samples-one sample of Internet gamers (n=920) and one sample of online poker players (n=214)-were recruited and completed an online version of the modified IAT. Both samples were split into two subsamples. Two principal component analyses (PCAs) followed by two confirmatory factor analyses (CFAs) were run separately. The results of principal component analysis indicated that a one-factor model fit the data well across both samples. In consideration of the weakness of some IAT items, a 17-item modified version of the IAT was proposed. This study assessed, for the first time, the factorial structure of a modified version of an Internet-administered IAT on a sample of Internet gamers and a sample of online poker players. The scale seems appropriate for the assessment of such online behaviors. Further studies on the modified 17-item IAT version are needed.
Minority game and anomalies in financial markets
NASA Astrophysics Data System (ADS)
Liu, Xinghua; Liang, Xiaobei; Tang, Bingyong
2004-02-01
The minority game (MG), which is intrinsically associated with financial markets, is an agent-based model of a competing population with limited resources. We find that the fluctuation features of MG in crowded region are more similar to real market than that of in perfect cooperation region. So we propose and study a modified model based on the MG in which agents accumulate virtual points for their strategies from the last H steps instead of from the beginning of the game. The results of numerical simulations on our new model show that agents will be more intelligent, and the types of features of fluctuations are the same in real-world market. We also give a numerical explanation of the high adaptability of agents in new model.
The Effects of Social Context and Acute Stress on Decision Making Under Uncertainty.
FeldmanHall, Oriel; Raio, Candace M; Kubota, Jennifer T; Seiler, Morgan G; Phelps, Elizabeth A
2015-12-01
Uncertainty preferences are typically studied in neutral, nonsocial contexts. This approach, however, fails to capture the dynamic factors that influence choices under uncertainty in the real world. Our goal was twofold: to test whether uncertainty valuation is similar across social and nonsocial contexts, and to investigate the effects of acute stress on uncertainty preferences. Subjects completed matched gambling and trust games following either a control or a stress manipulation. Those who were not under stress exhibited no differences between the amount of money gambled and the amount of money entrusted to partners. In comparison, stressed subjects gambled more money but entrusted less money to partners. We further found that irrespective of stress, subjects were highly attuned to irrelevant feedback in the nonsocial, gambling context, believing that every loss led to a greater chance of winning (the gamblers' fallacy). However, when deciding to trust a stranger, control subjects behaved rationally, treating each new interaction as independent. Stress compromised this adaptive behavior, increasing sensitivity to irrelevant social feedback. © The Author(s) 2015.
Tabak, Benjamin A; McCullough, Michael E; Carver, Charles S; Pedersen, Eric J; Cuccaro, Michael L
2014-06-01
Variations in the gene that encodes the oxytocin receptor (OXTR) have been associated with many aspects of social cognition as well as several prosocial behaviors. However, potential associations of OXTR variants with reactions to betrayals of trust while cooperating for mutual benefit have not yet been explored. We examined how variations in 10 single-nucleotide polymorphisms on OXTR were associated with behavior and emotional reactions after a betrayal of trust in an iterated Prisoner's Dilemma Game. After correction for multiple testing, one haplotype (C-rs9840864, T-rs2268494) was significantly associated with faster retaliation post-betrayal-an association that appeared to be due to this haplotype's intermediate effect of exacerbating people's anger after they had been betrayed. Furthermore, a second haplotype (A-rs237887, C-rs2268490) was associated with higher levels of post-betrayal satisfaction, and a third haplotype (G-rs237887, C-rs2268490) was associated with lower levels of post-betrayal satisfaction. © The Author (2013). Published by Oxford University Press. For Permissions, please email: journals.permissions@oup.com.
NASA Astrophysics Data System (ADS)
Puspita, Ita; Sugiyarto, Kristian H.; Ikhsan, Jaslin
2017-05-01
The aims of this research are to: (1) develop chemistry instructional games on reaction rate matter; and (2) reveal the collaboration of chemistry instructional games and group investigation model to improvement learning outcome in high school student. This study is research and development (R&D). The procedure of developing product was adapted from Borg & Gall that modified into three principal steps: product planning, product developing, and product evaluating. The product planning step consist of field study, literature study, and manufacturing product. Product developing was developed product using Adobe Flash Professional CS 6 program. The last, product evaluating was performed by year XI of high school students, uses experimental methods nonequivalent control-group design by control class and experiment class. The results of this research show that: (1) a software of chemistry instructional games successfully developed using Adobe Flash Professional CS 6 and can be run on Android device; and (2) the test results of students showed that the collaboration of instructional games and group investigation model able to improvement learning outcome of hight school student.
Suenderhauf, Claudia; Walter, Anna; Lenz, Claudia; Lang, Undine E; Borgwardt, Stefan
2016-09-01
Schizophrenia is a severe, chronic, and strongly disabling neuropsychiatric disorder, characterized by cognitive decline, positive and negative symptoms. Positive symptoms respond well to antipsychotic medication and psycho-social interventions, in contrast to negative symptoms and neurocognitive impairments. Cognitive deficits have been linked to a poorer outcome and hence specific cognitive remediation therapies have been proposed. Their effectiveness is nowadays approved and neurobiological correlates have been reconfirmed by brain imaging studies. Interestingly, recent MRI work showed that commercial video games modified similar brain areas as these specialized training programs. If gray matter increases and functional brain modulations would translate in better cognitive and every day functioning, commercial video game training could be an enjoyable and economically interesting treatment option for patients with neuropsychiatric disorders. This systematic review summarizes advances in the area with emphasis on imaging studies dealing with brain changes upon video game training and contrasts them to conventional cognitive remediation. Moreover, we discuss potential challenges therapeutic video game development and research would have to face in future treatment of schizophrenia. Copyright © 2016. Published by Elsevier Ltd.
NASA Astrophysics Data System (ADS)
Taki, Tsuyoshi; Hasegawa, Jun-ichi
1998-12-01
This paper proposes a basic feature for quantitative measurement and evaluation of group behavior of persons. This feature called 'dominant region' is a kind of sphere of influence for each person in the group. The dominant region is defined as a region in where the person can arrive earlier than any other persons and can be formulated as Voronoi region modified by replacing the distance function with a time function. This time function is calculated based on a computational model of moving ability of the person. As an application of the dominant region, we present a motion analysis system of soccer games. The purpose of this system is to evaluate the teamwork quantitatively based on movement of all the players in the game. From experiments using motion pictures of actual games, it is suggested that the proposed feature is useful for measurement and evaluation of group behavior in team sports. This basic feature may be applied to other team ball games, such as American football, basketball, handball and water polo.
Federal Register 2010, 2011, 2012, 2013, 2014
2010-03-08
... SECURITIES AND EXCHANGE COMMISSION [Release No. 34-61620; File No. SR-DTC-2010-04] Self-Regulatory... Change To Modify Its Registered Transfer Agent Notification Methods for Assumption or Termination of... transfer agent notification methods for assumption or termination of services. II. Self-Regulatory...
Does Facial Resemblance Enhance Cooperation?
Giang, Trang; Bell, Raoul; Buchner, Axel
2012-01-01
Facial self-resemblance has been proposed to serve as a kinship cue that facilitates cooperation between kin. In the present study, facial resemblance was manipulated by morphing stimulus faces with the participants' own faces or control faces (resulting in self-resemblant or other-resemblant composite faces). A norming study showed that the perceived degree of kinship was higher for the participants and the self-resemblant composite faces than for actual first-degree relatives. Effects of facial self-resemblance on trust and cooperation were tested in a paradigm that has proven to be sensitive to facial trustworthiness, facial likability, and facial expression. First, participants played a cooperation game in which the composite faces were shown. Then, likability ratings were assessed. In a source memory test, participants were required to identify old and new faces, and were asked to remember whether the faces belonged to cooperators or cheaters in the cooperation game. Old-new recognition was enhanced for self-resemblant faces in comparison to other-resemblant faces. However, facial self-resemblance had no effects on the degree of cooperation in the cooperation game, on the emotional evaluation of the faces as reflected in the likability judgments, and on the expectation that a face belonged to a cooperator rather than to a cheater. Therefore, the present results are clearly inconsistent with the assumption of an evolved kin recognition module built into the human face recognition system. PMID:23094095
Brandes, Mirko; Elvers, Sebastian
2017-10-01
The purpose of this study was to determine the impact of mild vs. strongly pushed coach feedback on the physiological response, ratio of perceived exertion (RPE), and time-motion characteristics in soccer training with small-sided games (SSGs). Sixteen elite youth soccer players (aged 17.2 ± 0.7 years, V[Combining Dot Above]O2max 62.1 ± 3.8 ml·kg·min) played two 4 vs. 4 small-sided games each. In random order, the coach provided a mild, unobtrusive, or a strongly pushed feedback throughout the game. Physiological measurements included heart rate expressed in mean values and intensity zones, blood lactate concentration, and RPE. The distance traveled, number of sprints, and work:rest ratio were captured by global positioning systems at 5 Hz. Game performance, such as volume of play and efficacy index, was estimated using the Team Sports Assessment Procedure. No differences were found for the physiological response and time-motion characteristics, but effect sizes demonstrated an increase in RPE (+0.4, p = 0.27) and a decrease in game performance (e.g., volume of play, -2.5, p = 0.08) under pushed feedback. Although a pushed feedback raises RPE, it negatively affected the players' game performance, without necessarily provoking higher physiological responses. These results should help coaches to understand that modifying the type of feedback provided during SSG does not impact the physiological response if SSG are already played with high intensity but that the feedback affects RPE and game performance. To keep a better game performance, soccer coaches are encouraged to provide smooth feedback during SSG.
Martin, Richard W; Head, Andrew J; René, Jonathan; Swartz, Timothy J; Fiechtner, Justus J; McIntosh, Barbara A; Holmes-Rovner, Margaret
2008-04-01
To explore how rheumatoid arthritis (RA) antirheumatic drug-specific knowledge and numeric literacy, patient trust in physician, and demographic and disease-related factors relate to the confidence of patient decision-making related to disease modifying antirheumatic drugs (DMARD). Data were analyzed from 628 randomly selected patients with RA receiving care in community rheumatology practices, who responded to a multicenter, cross-sectional mail survey. We used multiple regression models to predict patient confidence in DMARD decision-making related to their most recently initiated DMARD. Significant positive correlation was found between confidence in DMARD decision and trust in physician, DMARD-specific knowledge, and disease duration, but not risk-related numeric literacy, sex, or education. Negative correlations were found with disease severity and current bother with DMARD side effects. A multiple linear regression model of confidence in DMARD decision had an overall R = 0.788, R2 = 0.620 (p < 0.001). The 4 dependent variables contributing significantly to the model were female sex, Medicaid insurance status, satisfaction with RA disease control, and trust in physician, with standardized beta = 0.077, -0.089, 0.147, and 0.687, respectively. In this sample of community patients with RA, the patient trust in physician had substantially greater effect on confidence in DMARD decision than DMARD-specific knowledge, disease-related factors, or demographic characteristics.
Kim, Seungjoo
2014-01-01
There has been an explosive increase in the population of the OSN (online social network) in recent years. The OSN provides users with many opportunities to communicate among friends and family. Further, it facilitates developing new relationships with previously unknown people having similar beliefs or interests. However, the OSN can expose users to adverse effects such as privacy breaches, the disclosing of uncontrolled material, and the disseminating of false information. Traditional access control models such as MAC, DAC, and RBAC are applied to the OSN to address these problems. However, these models are not suitable for the dynamic OSN environment because user behavior in the OSN is unpredictable and static access control imposes a burden on the users to change the access control rules individually. We propose a dynamic trust-based access control for the OSN to address the problems of the traditional static access control. Moreover, we provide novel criteria to evaluate trust factors such as sociological approach and evaluate a method to calculate the dynamic trust values. The proposed method can monitor negative behavior and modify access permission levels dynamically to prevent the indiscriminate disclosure of information. PMID:25374943
Baek, Seungsoo; Kim, Seungjoo
2014-01-01
There has been an explosive increase in the population of the OSN (online social network) in recent years. The OSN provides users with many opportunities to communicate among friends and family. Further, it facilitates developing new relationships with previously unknown people having similar beliefs or interests. However, the OSN can expose users to adverse effects such as privacy breaches, the disclosing of uncontrolled material, and the disseminating of false information. Traditional access control models such as MAC, DAC, and RBAC are applied to the OSN to address these problems. However, these models are not suitable for the dynamic OSN environment because user behavior in the OSN is unpredictable and static access control imposes a burden on the users to change the access control rules individually. We propose a dynamic trust-based access control for the OSN to address the problems of the traditional static access control. Moreover, we provide novel criteria to evaluate trust factors such as sociological approach and evaluate a method to calculate the dynamic trust values. The proposed method can monitor negative behavior and modify access permission levels dynamically to prevent the indiscriminate disclosure of information.
A graph-based approach to inequality assessment
NASA Astrophysics Data System (ADS)
Palestini, Arsen; Pignataro, Giuseppe
2016-08-01
In a population consisting of heterogeneous types, whose income factors are indicated by nonnegative vectors, policies aggregating different factors can be represented by coalitions in a cooperative game, whose characteristic function is a multi-factor inequality index. When it is not possible to form all coalitions, the feasible ones can be indicated by a graph. We redefine Shapley and Banzhaf values on graph games to deduce some properties involving the degrees of the graph vertices and marginal contributions to overall inequality. An example is finally provided based on a modified multi-factor Atkinson index.
Finding Bounded Rational Equilibria. Part 1; Iterative Focusing
NASA Technical Reports Server (NTRS)
Wolpert, David H.
2004-01-01
A long-running difficulty with conventional game theory has been how to modify it to accommodate the bounded rationality characterizing all real-world players. A recurring issue in statistical physics is how best to approximate joint probability distributions with decoupled (and therefore far more tractable) distributions. It has recently been shown that the same information theoretic mathematical structure, known as Probability Collectives (PC) underlies both issues. This relationship between statistical physics and game theory allows techniques and insights from the one field to be applied to the other. In particular, PC provides a formal model-independent definition of the degree of rationality of a player and of bounded rationality equilibria. This pair of papers extends previous work on PC by introducing new computational approaches to effectively find bounded rationality equilibria of common-interest (team) games.
The Effects of Scaling Tennis Equipment on the Forehand Groundstroke Performance of Children
Larson, Emma J.; Guggenheimer, Joshua D.
2013-01-01
The modifications that have taken place within youth sports have made games, such as basketball, soccer, or tennis, easier for children to play. The purpose of this study was to determine the effects low compression (LC) tennis balls and scaled tennis courts had on the forehand groundstroke performance of children. The forehand groundstroke performances of eight subjects’ (8.10 ± 0.74 yrs) using LC tennis balls were measured on a scaled tennis court and standard compression balls (SC) on a standard court. Forehand groundstroke performance was assessed by the ForeGround test which measures Velocity Precision Success Index (VPS) and Velocity Precision Index (VP). Participants attempted three different forehand rally patterns on two successive days, using LC balls on the 18.3m court one day and SC balls on the 23.8m court the other. When using LC balls, participants’ recorded higher overall VPS performance scores (p < 0.001) for each non-error stroke as well as higher VP scores (p = 0.01). The results of this study confirmed that the use of modified balls and modified court size may increase the control, velocity and overall success rate of the tennis forehand groundstroke of children. Key Points This study observed the effects of modified tennis balls and court had on the forehand groundstroke performance in children. Modified ball compression and modified court size can increase control, velocity and overall success of tennis performance. Children will have more success learning the game of tennis using modified equipment than using standard equipment. PMID:24149812
Improving Simulated Annealing by Recasting it as a Non-Cooperative Game
NASA Technical Reports Server (NTRS)
Wolpert, David; Bandari, Esfandiar; Tumer, Kagan
2001-01-01
The game-theoretic field of COllective INtelligence (COIN) concerns the design of computer-based players engaged in a non-cooperative game so that as those players pursue their self-interests, a pre-specified global goal for the collective computational system is achieved "as a side-effect". Previous implementations of COIN algorithms have outperformed conventional techniques by up to several orders of magnitude, on domains ranging from telecommunications control to optimization in congestion problems. Recent mathematical developments have revealed that these previously developed game-theory-motivated algorithms were based on only two of the three factors determining performance. Consideration of only the third factor would instead lead to conventional optimization techniques like simulated annealing that have little to do with non-cooperative games. In this paper we present an algorithm based on all three terms at once. This algorithm can be viewed as a way to modify simulated annealing by recasting it as a non-cooperative game, with each variable replaced by a player. This recasting allows us to leverage the intelligent behavior of the individual players to substantially improve the exploration step of the simulated annealing. Experiments are presented demonstrating that this recasting improves simulated annealing by several orders of magnitude for spin glass relaxation and bin-packing.
Williams, K; Sinclair, C; McEwan, R; Fleet, K; Balasegaram, S; Manuel, R
2014-07-01
Planning for the London 2012 Olympic and Paralympic Games at the Public Health Laboratory London was based on the requirement to meet potential increased demand with scalable capacity. The aim of this study was to determine the impact on demand for microbiology gastrointestinal diagnostic services during the Games period. Retrospective cross-sectional time-series data analysis was used to assess the number of gastrointestinal specimens received in the laboratory and the number of positive results. There was no increase in the number of gastrointestinal specimens received during the Games period, thus the Games had no impact on demand for microbiology gastrointestinal diagnostic services at the laboratory. There was a decrease in the number of public health specimens received for culture [incidence rate ratio = 0.34, 95% confidence interval (CI) = 0.13-0.86, P = 0.02] and a decrease in the number of culture positive community specimens (odds ratio = 0.59, 95 % CI = 0.40-0.85, P = 0.005), suggesting a decrease in gastrointestinal illness during the Games period. As previous planning assumptions were not based on actual specimen activity, the results of this study may modify the extent of additional planning for microbiological services required for mass gatherings. © 2014 The Authors.
NASA Astrophysics Data System (ADS)
Obousy, R. K.
2012-09-01
Sending a mission to distant stars will require our civilization to develop new technologies and change the way we live. The complexity of the task is enormous [1] thus, the thought is to involve people from around the globe through the ``citizen scientist'' paradigm. The suggestion is a ``Gaming Virtual Reality Network'' (GVRN) to simulate sociological and technological aspects involved in this project. Currently there is work being done [2] in developing a technology which will construct computer games within GVRN. This technology will provide quick and easy ways for individuals to develop game scenarios related to various aspects of the ``100YSS'' project. People will be involved in solving certain tasks just by play games. Players will be able to modify conditions, add new technologies, geological conditions, social movements and assemble new strategies just by writing scenarios. The system will interface with textual and video information, extract scenarios written in millions of texts and use it to assemble new games. Thus, players will be able to simulate enormous amounts of possibilities. Information technologies will be involved which will require us to start building the system in a way that any modules can be easily replaced. Thus, GVRN should be modular and open to the community.
NASA Astrophysics Data System (ADS)
Hollander, Ari; Rose, Howard; Kollin, Joel; Moss, William
2011-03-01
Attack! of the S. Mutans is a multi-player game designed to harness the immersion and appeal possible with wide-fieldof- view stereoscopic 3D to combat the tooth decay epidemic. Tooth decay is one of the leading causes of school absences and costs more than $100B annually in the U.S. In 2008 the authors received a grant from the National Institutes of Health to build a science museum exhibit that included a suite of serious games involving the behaviors and bacteria that cause cavities. The centerpiece is an adventure game where five simultaneous players use modified Wii controllers to battle biofilms and bacteria while immersed in environments generated within a 11-foot stereoscopic WUXGA display. The authors describe the system and interface used in this prototype application and some of the ways they attempted to use the power of immersion and the appeal of S3D revolution to change health attitudes and self-care habits.
Perry, J C; Roitberg, B D
2005-11-01
Sibling cannibalism occurs in many species, yet understanding of sibling cannibalism as an adaptation currently lags behind understanding of other antagonistic interactions among siblings. Observed sibling cannibalism phenotypes likely reflect the interaction between competitive games among siblings and parent-offspring conflict. Using a game-theoretic approach, we derive optimal offspring cannibalism behaviour and parental modifiers that limit or facilitate cannibalism. The results are compared to contemporary frequency-independent analysis. With the addition of game interactions among siblings or parent-offspring co-evolution, our model predicts increased cannibalism (compared to the frequency-independent prediction), as offspring compete to eat siblings. When infertile eggs are present--strengthening competition--offspring risk eating viable siblings in order to gain access to infertile eggs, intensifying parent-offspring conflict. We use the results to make new predictions about the occurrence of sibling cannibalism. Additionally, we demonstrate the utility of trophic egg laying as a maternal mechanism to promote egg eating.
Teaching Empathy: the Implementation of a Video Game into a Psychiatry Clerkship Curriculum.
Chen, Andrew; Hanna, Jessie J; Manohar, Adithya; Tobia, Anthony
2018-06-01
Empathy plays an important role for physicians, but the literature demonstrates that it often deteriorates during medical school. The purpose of this study is to investigate the use of the interactive video game "That Dragon, Cancer" as a tool to teach empathy to third-year medical students. The authors gave a modified, Jefferson Scales of Physician Empathy (JSPE) to 84 third-year medical students in their psychiatry clerkship before and after they played and completed "That Dragon, Cancer" during the 2016-2017 academic calendar year. The average level of empathy in the students as measured by least squares means of the answers to the truncated JSPE improved after playing through "That Dragon, Cancer" (5.7738 vs 6.2322, p < 0.0001). The majority of students agreed that learning empathy through video games was preferable and more effective than traditional didactics. Interactive video games such as "That Dragon, Cancer" may be useful as part of innovative curricula to improve empathy among third-year medical students.
Factor Structure of the Internet Addiction Test in Online Gamers and Poker Players
Achab, Sophia; Billieux, Joel; Thorens, Gabriel; Zullino, Daniele; Dufour, Magali; Rothen, Stéphane
2015-01-01
Background The Internet Addiction Test (IAT) is the most widely used questionnaire to screen for problematic Internet use. Nevertheless, its factorial structure is still debated, which complicates comparisons among existing studies. Most previous studies were performed with students or community samples despite the probability of there being more problematic Internet use among users of specific applications, such as online gaming or gambling. Objective To assess the factorial structure of a modified version of the IAT that addresses specific applications, such as video games and online poker. Methods Two adult samples—one sample of Internet gamers (n=920) and one sample of online poker players (n=214)—were recruited and completed an online version of the modified IAT. Both samples were split into two subsamples. Two principal component analyses (PCAs) followed by two confirmatory factor analyses (CFAs) were run separately. Results The results of principal component analysis indicated that a one-factor model fit the data well across both samples. In consideration of the weakness of some IAT items, a 17-item modified version of the IAT was proposed. Conclusions This study assessed, for the first time, the factorial structure of a modified version of an Internet-administered IAT on a sample of Internet gamers and a sample of online poker players. The scale seems appropriate for the assessment of such online behaviors. Further studies on the modified 17-item IAT version are needed. PMID:26543917
Epidemiology of Exertional Heat Illnesses in Youth, High School, and College Football.
Yeargin, Susan W; Kerr, Zachary Y; Casa, Douglas J; Djoko, Aristarque; Hayden, Ross; Parsons, John T; Dompier, Thomas P
2016-08-01
Data on exertional heat illness (EHI) in youth football are limited and have not been compared across competition levels. This study describes the epidemiology of EHI events in youth, high school (HS), and college football in the 2012-2014 seasons. One hundred and eighteen youth teams (players age 5-14 yr), 96 HS programs (~14-18 yr), and 34 college programs (~18-23 yr) participated. During games and practices, athletic trainers recorded EHI events and athlete exposures (AE), defined as one athlete participating in one game/practice. We calculated the number of reported EHI by time in season, game/practice, and need for emergency transportation. EHI rates, risk, included rate ratios (IRR), and risk ratios (RR) with 95% confidence intervals (CI) were calculated in 2015. EHI rates for youth, HS, and college football were 1.82, 0.57, and 1.67/10,000 AE, respectively. Rates were highest during the preseason (youth: 2.76; HS: 1.47; college: 3.66/10,000 AE). Game rates were higher than practice rates in youth (4.04 vs 1.22/10,000 AE; IRR = 3.31; 95% CI, 1.75-6.26) and college (4.42 vs 1.38/10,000 AE; IRR = 3.21; 95% CI, 2.00-5.16); the practice rate was higher than the game rate in HS (0.63 vs 0.27/10,000 AE; IRR = 2.33; 95% CI, 1.01-5.38). The EHI risk was higher in college (0.9%) than in youth (0.6%; RR = 1.59; 95% CI, 1.06-2.37) and HS (0.5%; RR = 2.01; 95% CI, 1.43-2.81). Common EHI events included heat cramps (youth: 15.8%; HS: 28.6%; college: 45.6%), heat exhaustion (youth: 42.1%; HS: 32.9%; college: 20.0%), and dehydration (youth: 31.6%; HS: 28.6%; college: 28.9%). EHI risk was low. Higher preseason football EHI rates across levels emphasize developing and continually modifying preseason heat acclimatization policies. Lower EHI rates in HS games and youth practices may be attributable to night events, suggesting the importance of modifying/canceling events based on environmental conditions.
A Comparison of Speed Profiles During Training and Competition in Elite Wheelchair Rugby Players.
Rhodes, James M; Mason, Barry S; Paulson, Thomas A W; Goosey-Tolfrey, Victoria L
2017-07-01
To investigate the speed profiles of individual training modes in comparison with wheelchair rugby (WCR) competition across player classifications. Speed profiles of 15 international WCR players were determined using a radio-frequency-based indoor tracking system. Mean and peak speed (m/s), work:rest ratios, and the relative time spent in (%) and number of high-speed activities performed were measured across training sessions (n = 464) and international competition (n = 34). Training was classified into 1 of 4 modes: conditioning (n = 71), skill-based (n = 133), game-related (n = 151), and game-simulation drills (n = 109). Game-simulation drills were further categorized by the structured duration, which were 3-min game clock (n = 44), 8-min game clock (n = 39), and 10-min running clock (n = 26). Players were grouped by their International Wheelchair Rugby Federation classification as either low-point (≤1.5; n = 8) or high-point players (≥2.0; n = 7). Conditioning drills were shown to exceed the demands of competition, irrespective of classification (P ≤ .005; effect size [ES] = 0.6-2.0). Skill-based and game-related drills underrepresented the speed profiles of competition (P ≤ .005; ES = 0.5-1.1). Mean speed and work:rest ratios were significantly lower during 3- and 8-min game-simulation drills in relation to competition (P ≤ .039; ES = 0.5-0.7). However, no significant differences were identified between the 10-min running clock and competition. Although game-simulation drills provided the closest representation of competition, the structured duration appeared important since the 10-min running clock increased training specificity. Coaches can therefore modify the desired training response by making subtle changes to the format of game-simulation drills.
Sirkka, Andrew; Merilampi, Sari; Koivisto, Antti; Leinonen, Markus; Leino, Mirka
2012-01-01
The purpose of this paper was to study how aged people experience mobile controlled game as a method of rehabilitation and recreation. The target group contained persons 70+ years of age living in assisted living conditions (N=34). The average age of the participants was 85.9 years. Women (n=17) and men (n=17) were equally presented in the sample group. Only 12 % (n=4) of participants were involved in an active weekly-based rehabilitation, light physical sitting exercises 38% (n=13). Three (n=3) of the participants (9%) used computers (net banking), and 20 (59%) used mobile phones on daily basis. Social activities and physical activation seem to be rather inadequate and traditional in assisted living organizations. The overall experiences of mobile controlled game described in this paper appeared to be a successful experiment also proving that the elderly are not as reluctant to use technical devices or playing virtual games as often thought. The game was reckoned very motivating, interesting, and entertaining both by the aged and the staff. Activation, rehabilitation and recreation in the elderly homes or assisted living organizations could benefit from utilization of new technology providing new ways and solutions that motivate the users and offer also possibilities for measuring and follow-up of the physical impacts. The future goals to improve the game were set according to the feedback given in this survey: a) wider variety of controlling modes for the game, b) developing various difficulty levels, c) developing the game to support different kinds of body movements, d) easily modified according to the individual user's exercising or rehabilitation needs as well as e) emphasizing the social aspects of the game by producing multiplayer versions.
Brager, Allison J; Mistovich, R Justin
2017-02-01
Brager, AJ and Mistovich, RJ. Game times and higher winning percentages of west coast teams of the National Football League correspond with reduced prevalence of regular season injury. J Strength Cond Res 31(2): 462-467, 2017-West coast teams of the National Football League are more statistically likely to win home night games against east coast opponents. The alignment of game times with daily rhythms of alertness is thought to contribute to this advantage. This study aims to determine whether rates of turnovers and injuries during the regular season, putative measures of mental and physical fatigue, impact winning percentages. Regular season schedules and rates of turnovers for each of the 32 teams were obtained from Pro-Football-Reference. We developed our own metric of injury risk for each position obtained from depth charts and regular season schedules. This metric compared cumulative weeks on injury reserve with cumulative time zone travel. West coast teams traveled 4 times as often as east coast teams. However, teams traveling eastward won twice as many games. There was no relationship between the extent and direction of travel and number of turnovers. Losing teams had more turnovers. The offensive and defensive lines in Central Time (CT) were placed on injury reserve 4 times as often as offensive and defensive lines in Pacific Time (PT). Injury prevalence in CT vs. PT was most prominent midseason. Plotting midseason game time relative to biological time revealed that PT teams play games closer to endogenous peaks in alertness, whereas CT teams play games closer to endogenous troughs in alertness. Overall, closer alignment of game time with the endogenous "alerting" signal may protect west coast teams from fatigue-related injuries and suggests for modified strength and conditioning programs.
Franke, Andreas G; Gränsmark, Patrik; Agricola, Alexandra; Schühle, Kai; Rommel, Thilo; Sebastian, Alexandra; Balló, Harald E; Gorbulev, Stanislav; Gerdes, Christer; Frank, Björn; Ruckes, Christian; Tüscher, Oliver; Lieb, Klaus
2017-03-01
Stimulants and caffeine have been proposed for cognitive enhancement by healthy subjects. This study investigated whether performance in chess - a competitive mind game requiring highly complex cognitive skills - can be enhanced by methylphenidate, modafinil or caffeine. In a phase IV, randomized, double-blind, placebo-controlled trial, 39 male chess players received 2×200mg modafinil, 2×20mg methylphenidate, and 2×200mg caffeine or placebo in a 4×4 crossover design. They played twenty 15-minute games during two sessions against a chess program (Fritz 12; adapted to players' strength) and completed several neuropsychological tests. Marked substance effects were observed since all three substances significantly increased average reflection time per game compared to placebo resulting in a significantly increased number of games lost on time with all three treatments. Treatment effects on chess performance were not seen if all games (n=3059) were analysed. Only when controlling for game duration as well as when excluding those games lost on time, both modafinil and methylphenidate enhanced chess performance as demonstrated by significantly higher scores in the remaining 2876 games compared to placebo. In conjunction with results from neuropsychological testing we conclude that modifying effects of stimulants on complex cognitive tasks may in particular result from more reflective decision making processes. When not under time pressure, such effects may result in enhanced performance. Yet, under time constraints more reflective decision making may not improve or even have detrimental effects on complex task performance. Copyright © 2017 Elsevier B.V. and ECNP. All rights reserved.
Chan, Philip A; Rabinowitz, Terry
2006-01-01
Background Excessive use of the Internet has been associated with attention deficit hyperactivity disorder (ADHD), but the relationship between video games and ADHD symptoms in adolescents is unknown. Method A survey of adolescents and parents (n = 72 adolescents, 72 parents) was performed assessing daily time spent on the Internet, television, console video games, and Internet video games, and their association with academic and social functioning. Subjects were high school students in the ninth and tenth grade. Students were administered a modified Young's Internet Addiction Scale (YIAS) and asked questions about exercise, grades, work, and school detentions. Parents were asked to complete the Conners' Parent Rating Scale (CPRS) and answer questions regarding medical/psychiatric conditions in their child. Results There was a significant association between time spent playing games for more than one hour a day and YIAS (p < 0.001), overall grade point average (p ≤ 0.019), and the "Inattention" and "ADHD" components of the CPRS (p ≤ 0.001 and p ≤ 0.020, respectively). No significant association was found between body mass index (BMI), exercise, number of detentions, or the "Oppositional" and "Hyperactivity" components of CPRS and video game use. Conclusion Adolescents who play more than one hour of console or Internet video games may have more or more intense symptoms of ADHD or inattention than those who do not. Given the possible negative effects these conditions may have on scholastic performance, the added consequences of more time spent on video games may also place these individuals at increased risk for problems in school. PMID:17059614
Chan, Philip A; Rabinowitz, Terry
2006-10-24
Excessive use of the Internet has been associated with attention deficit hyperactivity disorder (ADHD), but the relationship between video games and ADHD symptoms in adolescents is unknown. A survey of adolescents and parents (n = 72 adolescents, 72 parents) was performed assessing daily time spent on the Internet, television, console video games, and Internet video games, and their association with academic and social functioning. Subjects were high school students in the ninth and tenth grade. Students were administered a modified Young's Internet Addiction Scale (YIAS) and asked questions about exercise, grades, work, and school detentions. Parents were asked to complete the Conners' Parent Rating Scale (CPRS) and answer questions regarding medical/psychiatric conditions in their child. There was a significant association between time spent playing games for more than one hour a day and YIAS (p < 0.001), overall grade point average (p < or = 0.019), and the "Inattention" and "ADHD" components of the CPRS (p < or = 0.001 and p < or = 0.020, respectively). No significant association was found between body mass index (BMI), exercise, number of detentions, or the "Oppositional" and "Hyperactivity" components of CPRS and video game use. Adolescents who play more than one hour of console or Internet video games may have more or more intense symptoms of ADHD or inattention than those who do not. Given the possible negative effects these conditions may have on scholastic performance, the added consequences of more time spent on video games may also place these individuals at increased risk for problems in school.
Perceptual training yields rapid improvements in visually impaired youth.
Nyquist, Jeffrey B; Lappin, Joseph S; Zhang, Ruyuan; Tadin, Duje
2016-11-30
Visual function demands coordinated responses to information over a wide field of view, involving both central and peripheral vision. Visually impaired individuals often seem to underutilize peripheral vision, even in absence of obvious peripheral deficits. Motivated by perceptual training studies with typically sighted adults, we examined the effectiveness of perceptual training in improving peripheral perception of visually impaired youth. Here, we evaluated the effectiveness of three training regimens: (1) an action video game, (2) a psychophysical task that combined attentional tracking with a spatially and temporally unpredictable motion discrimination task, and (3) a control video game. Training with both the action video game and modified attentional tracking yielded improvements in visual performance. Training effects were generally larger in the far periphery and appear to be stable 12 months after training. These results indicate that peripheral perception might be under-utilized by visually impaired youth and that this underutilization can be improved with only ~8 hours of perceptual training. Moreover, the similarity of improvements following attentional tracking and action video-game training suggest that well-documented effects of action video-game training might be due to the sustained deployment of attention to multiple dynamic targets while concurrently requiring rapid attending and perception of unpredictable events.
Castellano, Julen; Casamichana, David; Dellal, Alexandre
2013-05-01
The aim of the study was to examine the extent to which changing the game format (possession play vs. regulation goals and goalkeepers vs. small goals only) and the number of players (3 vs. 3, 5 vs. 5 and 7 vs. 7) influenced the physiological and physical demands of small-sided games (SSGs) in soccer in semiprofessional players. Fourteen semiprofessional male soccer players were monitored with global positioning system and heart rate devices. Heart rate, player load, distance covered, running speed, and the number of accelerations were recorded for 9 different SSGs. The results show that changes both in game format and the number of players affect the players' physiological and physical demands. Possession play places greater physiological and physical demands on players, although reducing the number of players only increases the physiological load. In the 7 vs. 7 games, changing the game format did not alter the heart rate responses. Finally, in the possession play format, changing the number of players did not produce significant differences in heart rate responses, although physical demands did decrease in line with a reduction in the number of players. These results should help coaches to understand how modifying different aspects of SSGs has a differential effect on the players' physiological and physical demands. Moreover, coaches in semiprofessional and amateur teams have now consistent information to design and optimize their training time in mixing the technical, tactical, and physical aspects.
Finding Bounded Rational Equilibria. Part 2; Alternative Lagrangians and Uncountable Move Spaces
NASA Technical Reports Server (NTRS)
Wolpert, David H.
2004-01-01
A long-running difficulty with conventional game theory has been how to modify it to accommodate the bounded rationality characterizing all real-world players. A recurring issue in statistical physics is how best to approximate joint probability distributions with decoupled (and therefore far more tractable) distributions. It has recently been shown that the same information theoretic mathematical structure, known as Probability Collectives (PC) underlies both issues. This relationship between statistical physics and game theory allows techniques and insights &om the one field to be applied to the other. In particular, PC provides a formal model-independent definition of the degree of rationality of a player and of bounded rationality equilibria. This pair of papers extends previous work on PC by introducing new computational approaches to effectively find bounded rationality equilibria of common-interest (team) games.
Invisible hand effect in an evolutionary minority game model
NASA Astrophysics Data System (ADS)
Sysi-Aho, Marko; Saramäki, Jari; Kaski, Kimmo
2005-03-01
In this paper, we study the properties of a minority game with evolution realized by using genetic crossover to modify fixed-length decision-making strategies of agents. Although the agents in this evolutionary game act selfishly by trying to maximize their own performances only, it turns out that the whole society will eventually be rewarded optimally. This “invisible hand” effect is what Adam Smith over two centuries ago expected to take place in the context of free market mechanism. However, this behaviour of the society of agents is realized only under idealized conditions, where all agents are utilizing the same efficient evolutionary mechanism. If on the other hand part of the agents are adaptive, but not evolutionary, the system does not reach optimum performance, which is also the case if part of the evolutionary agents form a uniformly acting “cartel”.
Zhao, Junfeng; Li, Xiaoming; Barnett, Douglas; Lin, Xiuyun; Fang, Xiaoyi; Zhao, Guoxiang; Naar-King, Sylvie; Stanton, Bonita
2011-01-01
Objective to examine the relationship between parental loss, trusting relationship with current caregivers, and psychosocial adjustment among children affected by AIDS in China. Methods Cross-sectional data were collected from 755 AIDS orphans (296 double orphans and 459 single orphans), 466 vulnerable children living with HIV-infected parents, and 404 comparison children in China. The trusting relationship with current caregivers was measured with a 15-item scale (Cronbach alpha=.84) modified from the Trusting Relationship Questionnaire (TRQ) developed by Mustillo and colleagues (2005). The psychosocial measures include rule compliance/acting out, anxiety/withdrawal, peer social skills, school interest, depressive symptoms, loneliness, self-esteem, future expectation, hopefulness about future, and perceived control over the future. Results Group mean comparisons using ANOVA suggested a significant association (p<.0001) between the trusting relationship with current caregivers and all the psychosocial measures except anxiety and depression. These associations remained significant in General Linear Model analysis, controlling for children's gender, age, family SES, orphan status (orphans, vulnerable children, and comparison children), and appropriate interaction terms among factor variables. Discussion The findings in the current study support the global literature on the importance of attachment relationship with caregivers in promoting children's psychosocial development. Future prevention intervention efforts to improve AIDS orphans' psychosocial well-being will need to take into consideration the quality of the child's attachment relationships with current caregivers and help their current caregivers to improve the quality of care for these children. Future study is needed to explore the possible reasons for the lack of association between a trusting relationship and some internalizing symptoms such as anxiety and depression among children affected by HIV/AIDS. PMID:21749241
Zhao, Junfeng; Li, Xiaoming; Barnett, Douglas; Lin, Xiuyun; Fang, Xiaoyi; Zhao, Guoxiang; Naar-King, Sylvie; Stanton, Bonita
2011-08-01
The objective of this study was to examine the relationship between parental loss, trusting relationship with current caregivers, and psychosocial adjustment among children affected by AIDS in China. In this study, cross-sectional data were collected from 755 AIDS orphans (296 double orphans and 459 single orphans), 466 vulnerable children living with HIV-infected parents, and 404 comparison children in China. The trusting relationship with current caregivers was measured with a 15-item scale (Cronbach's α = 0.84) modified from the Trusting Relationship Questionnaire developed by Mustillo et al. in 2005 (Quality of relationships between youth and community service providers: Reliability and validity of the trusting relationship questionnaire. Journal of Child and Family Studies, 14, 577-590). The psychosocial measures include rule compliance/acting out, anxiety/withdrawal, peer social skills, school interest, depressive symptoms, loneliness, self-esteem, future expectation, hopefulness about future, and perceived control over the future. Group mean comparisons using analysis of variance suggested a significant association (p < 0.0001) between the trusting relationship with current caregivers and all the psychosocial measures, except anxiety and depression. These associations remained significant in General Linear Model analysis, controlling for children's gender, age, family socioeconomic status, orphan status (orphans, vulnerable children, and comparison children), and appropriate interaction terms among factor variables. The findings in the current study support the global literature on the importance of attachment relationship with caregivers in promoting children's psychosocial development. Future prevention intervention efforts to improve AIDS orphans' psychosocial well-being will need to take into consideration the quality of the child's attachment relationships with current caregivers and help their current caregivers to improve the quality of care for these children. Future study is needed to explore the possible reasons for the lack of association between a trusting relationship and some internalizing symptoms such as anxiety and depression among children affected by HIV/AIDS.
Study on system dynamics of evolutionary mix-game models
NASA Astrophysics Data System (ADS)
Gou, Chengling; Guo, Xiaoqian; Chen, Fang
2008-11-01
Mix-game model is ameliorated from an agent-based MG model, which is used to simulate the real financial market. Different from MG, there are two groups of agents in Mix-game: Group 1 plays a majority game and Group 2 plays a minority game. These two groups of agents have different bounded abilities to deal with historical information and to count their own performance. In this paper, we modify Mix-game model by assigning the evolution abilities to agents: if the winning rates of agents are smaller than a threshold, they will copy the best strategies the other agent has; and agents will repeat such evolution at certain time intervals. Through simulations this paper finds: (1) the average winning rates of agents in Group 1 and the mean volatilities increase with the increases of the thresholds of Group 1; (2) the average winning rates of both groups decrease but the mean volatilities of system increase with the increase of the thresholds of Group 2; (3) the thresholds of Group 2 have greater impact on system dynamics than the thresholds of Group 1; (4) the characteristics of system dynamics under different time intervals of strategy change are similar to each other qualitatively, but they are different quantitatively; (5) As the time interval of strategy change increases from 1 to 20, the system behaves more and more stable and the performances of agents in both groups become better also.
Resource Theory of Quantum Memories and Their Faithful Verification with Minimal Assumptions
NASA Astrophysics Data System (ADS)
Rosset, Denis; Buscemi, Francesco; Liang, Yeong-Cherng
2018-04-01
We provide a complete set of game-theoretic conditions equivalent to the existence of a transformation from one quantum channel into another one, by means of classically correlated preprocessing and postprocessing maps only. Such conditions naturally induce tests to certify that a quantum memory is capable of storing quantum information, as opposed to memories that can be simulated by measurement and state preparation (corresponding to entanglement-breaking channels). These results are formulated as a resource theory of genuine quantum memories (correlated in time), mirroring the resource theory of entanglement in quantum states (correlated spatially). As the set of conditions is complete, the corresponding tests are faithful, in the sense that any non-entanglement-breaking channel can be certified. Moreover, they only require the assumption of trusted inputs, known to be unavoidable for quantum channel verification. As such, the tests we propose are intrinsically different from the usual process tomography, for which the probes of both the input and the output of the channel must be trusted. An explicit construction is provided and shown to be experimentally realizable, even in the presence of arbitrarily strong losses in the memory or detectors.
Sensitivity of collective action to uncertainty about climate tipping points
NASA Astrophysics Data System (ADS)
Barrett, Scott; Dannenberg, Astrid
2014-01-01
Despite more than two decades of diplomatic effort, concentrations of greenhouse gases continue to trend upwards, creating the risk that we may someday cross a threshold for `dangerous' climate change. Although climate thresholds are very uncertain, new research is trying to devise `early warning signals' of an approaching tipping point. This research offers a tantalizing promise: whereas collective action fails when threshold uncertainty is large, reductions in this uncertainty may bring about the behavioural change needed to avert a climate `catastrophe'. Here we present the results of an experiment, rooted in a game-theoretic model, showing that behaviour differs markedly either side of a dividing line for threshold uncertainty. On one side of the dividing line, where threshold uncertainty is relatively large, free riding proves irresistible and trust illusive, making it virtually inevitable that the tipping point will be crossed. On the other side, where threshold uncertainty is small, the incentive to coordinate is strong and trust more robust, often leading the players to avoid crossing the tipping point. Our results show that uncertainty must be reduced to this `good' side of the dividing line to stimulate the behavioural shift needed to avoid `dangerous' climate change.
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2013-05-22
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Sense about Science--"Making Sense of Radiation" and Understanding Peer Review
ERIC Educational Resources Information Center
Sierra, Leonor
2011-01-01
Sense About Science is a UK-based charitable trust that equips people to make sense of science and of evidence on issues that matter to society. It was set up in 2003 in response to newspaper front pages being full of headlines about mobile phones "frying your brain", genetically modified "Frankenstein foods", the MMR vaccine,…
One-sided measurement-device-independent quantum key distribution
NASA Astrophysics Data System (ADS)
Cao, Wen-Fei; Zhen, Yi-Zheng; Zheng, Yu-Lin; Li, Li; Chen, Zeng-Bing; Liu, Nai-Le; Chen, Kai
2018-01-01
Measurement-device-independent quantum key distribution (MDI-QKD) protocol was proposed to remove all the detector side channel attacks, while its security relies on the trusted encoding systems. Here we propose a one-sided MDI-QKD (1SMDI-QKD) protocol, which enjoys detection loophole-free advantage, and at the same time weakens the state preparation assumption in MDI-QKD. The 1SMDI-QKD can be regarded as a modified MDI-QKD, in which Bob's encoding system is trusted, while Alice's is uncharacterized. For the practical implementation, we also provide a scheme by utilizing coherent light source with an analytical two decoy state estimation method. Simulation with realistic experimental parameters shows that the protocol has a promising performance, and thus can be applied to practical QKD applications.
Humans display a reduced set of consistent behavioral phenotypes in dyadic games.
Poncela-Casasnovas, Julia; Gutiérrez-Roig, Mario; Gracia-Lázaro, Carlos; Vicens, Julian; Gómez-Gardeñes, Jesús; Perelló, Josep; Moreno, Yamir; Duch, Jordi; Sánchez, Angel
2016-08-01
Socially relevant situations that involve strategic interactions are widespread among animals and humans alike. To study these situations, theoretical and experimental research has adopted a game theoretical perspective, generating valuable insights about human behavior. However, most of the results reported so far have been obtained from a population perspective and considered one specific conflicting situation at a time. This makes it difficult to extract conclusions about the consistency of individuals' behavior when facing different situations and to define a comprehensive classification of the strategies underlying the observed behaviors. We present the results of a lab-in-the-field experiment in which subjects face four different dyadic games, with the aim of establishing general behavioral rules dictating individuals' actions. By analyzing our data with an unsupervised clustering algorithm, we find that all the subjects conform, with a large degree of consistency, to a limited number of behavioral phenotypes (envious, optimist, pessimist, and trustful), with only a small fraction of undefined subjects. We also discuss the possible connections to existing interpretations based on a priori theoretical approaches. Our findings provide a relevant contribution to the experimental and theoretical efforts toward the identification of basic behavioral phenotypes in a wider set of contexts without aprioristic assumptions regarding the rules or strategies behind actions. From this perspective, our work contributes to a fact-based approach to the study of human behavior in strategic situations, which could be applied to simulating societies, policy-making scenario building, and even a variety of business applications.
The Influence of Empathy and Morality of Violent Video Game Characters on Gamers' Aggression.
Gao, Xuemei; Weng, Lei; Zhou, Yuhong; Yu, Hongling
2017-01-01
According to the General Aggression Model, situational factors (such as the game characters) and personal factors both affect a gamer's acquisition of aggressive behavior. Previous studies have found not only that the surface features of game characters, such as appearance and clothing, but also that their inherent characteristics, such as morality and identity, can influence a gamer's attitude and behavior. Research has also shown that empathy, as a personal factor, can protect gamers from the impact of media violence. However, past research has focused primarily on single factors affecting the player rather than more comprehensive investigations. This study investigates the influence of the game character's moral features and levels of empathy on the gamer's aggression. The participants were 120 Chinese university students (61 females and 59 males) with ages ranging from 17 to 27 years. Participants first completed a series of questionnaires: a user experience questionnaire, a video game questionnaire, the Buss-Perry Aggression Questionnaire, and a modified version of the Interpersonal Reactivity Index. All participants then had 5 min of practice playing a violent video game. They were then divided into three groups: a high empathy group, a low empathy group, and a no empathy group. After the practice, participants in the high and low empathy groups read empathy materials relating to the game characters; participants in the no empathy group began formal gameplay. All participants played the game for 20 min. Finally, participants were required to complete the Scale of Hostility Status questionnaire, the Implicit Aggression Test, and the Competitive Reaction Time Test. The results show that empathy and the morality of game characters both influence aggression, but empathy affected aggression differently in the participants playing justified roles (i.e., killing others for a moral reason in the game) compared to those playing unjustified roles (i.e., killing others for immoral reasons in the game). In the high empathy condition, the implicit aggression of justified players was significantly higher than those playing unjustified roles. However, high empathy does not always play a protective role, and its effect is restricted by the features of the game characters.
The Influence of Empathy and Morality of Violent Video Game Characters on Gamers’ Aggression
Gao, Xuemei; Weng, Lei; Zhou, Yuhong; Yu, Hongling
2017-01-01
According to the General Aggression Model, situational factors (such as the game characters) and personal factors both affect a gamer’s acquisition of aggressive behavior. Previous studies have found not only that the surface features of game characters, such as appearance and clothing, but also that their inherent characteristics, such as morality and identity, can influence a gamer’s attitude and behavior. Research has also shown that empathy, as a personal factor, can protect gamers from the impact of media violence. However, past research has focused primarily on single factors affecting the player rather than more comprehensive investigations. This study investigates the influence of the game character’s moral features and levels of empathy on the gamer’s aggression. The participants were 120 Chinese university students (61 females and 59 males) with ages ranging from 17 to 27 years. Participants first completed a series of questionnaires: a user experience questionnaire, a video game questionnaire, the Buss-Perry Aggression Questionnaire, and a modified version of the Interpersonal Reactivity Index. All participants then had 5 min of practice playing a violent video game. They were then divided into three groups: a high empathy group, a low empathy group, and a no empathy group. After the practice, participants in the high and low empathy groups read empathy materials relating to the game characters; participants in the no empathy group began formal gameplay. All participants played the game for 20 min. Finally, participants were required to complete the Scale of Hostility Status questionnaire, the Implicit Aggression Test, and the Competitive Reaction Time Test. The results show that empathy and the morality of game characters both influence aggression, but empathy affected aggression differently in the participants playing justified roles (i.e., killing others for a moral reason in the game) compared to those playing unjustified roles (i.e., killing others for immoral reasons in the game). In the high empathy condition, the implicit aggression of justified players was significantly higher than those playing unjustified roles. However, high empathy does not always play a protective role, and its effect is restricted by the features of the game characters. PMID:29184515
ERIC Educational Resources Information Center
Erickson, Paul W.
2011-01-01
Children are doing less physical activity and sitting more than they did 20 years ago; exploring physical abilities used to be the norm. But societal changes have modified people's living conditions--children take part in "adult-initiated" activities; they sit statically, influenced by technology gaming/information; and over-cautious parents often…
Sensory Metrics of Neuromechanical Trust.
Softky, William; Benford, Criscillia
2017-09-01
Today digital sources supply a historically unprecedented component of human sensorimotor data, the consumption of which is correlated with poorly understood maladies such as Internet addiction disorder and Internet gaming disorder. Because both natural and digital sensorimotor data share common mathematical descriptions, one can quantify our informational sensorimotor needs using the signal processing metrics of entropy, noise, dimensionality, continuity, latency, and bandwidth. Such metrics describe in neutral terms the informational diet human brains require to self-calibrate, allowing individuals to maintain trusting relationships. With these metrics, we define the trust humans experience using the mathematical language of computational models, that is, as a primitive statistical algorithm processing finely grained sensorimotor data from neuromechanical interaction. This definition of neuromechanical trust implies that artificial sensorimotor inputs and interactions that attract low-level attention through frequent discontinuities and enhanced coherence will decalibrate a brain's representation of its world over the long term by violating the implicit statistical contract for which self-calibration evolved. Our hypersimplified mathematical understanding of human sensorimotor processing as multiscale, continuous-time vibratory interaction allows equally broad-brush descriptions of failure modes and solutions. For example, we model addiction in general as the result of homeostatic regulation gone awry in novel environments (sign reversal) and digital dependency as a sub-case in which the decalibration caused by digital sensorimotor data spurs yet more consumption of them. We predict that institutions can use these sensorimotor metrics to quantify media richness to improve employee well-being; that dyads and family-size groups will bond and heal best through low-latency, high-resolution multisensory interaction such as shared meals and reciprocated touch; and that individuals can improve sensory and sociosensory resolution through deliberate sensory reintegration practices. We conclude that we humans are the victims of our own success, our hands so skilled they fill the world with captivating things, our eyes so innocent they follow eagerly.
Should I trust you? Learning and memory of social interactions in dementia.
Wong, Stephanie; Irish, Muireann; O'Callaghan, Claire; Kumfor, Fiona; Savage, Greg; Hodges, John R; Piguet, Olivier; Hornberger, Michael
2017-09-01
Social relevance has an enhancing effect on learning and subsequent memory retrieval. The ability to learn from and remember social interactions may impact on susceptibility to financial exploitation, which is elevated in individuals with dementia. The current study aimed to investigate learning and memory of social interactions, the relationship between performance and financial vulnerability and the neural substrates underpinning performance in 14 Alzheimer's disease (AD) and 20 behavioural-variant frontotemporal dementia (bvFTD) patients and 20 age-matched healthy controls. On a "trust game" task, participants invested virtual money with counterparts who acted either in a trustworthy or untrustworthy manner over repeated interactions. A non-social "lottery" condition was also included. Participants' learning of trust/distrust responses and subsequent memory for the counterparts and nature of the interactions was assessed. Carer-rated profiles of financial vulnerability were also collected. Relative to controls, both patient groups showed attenuated learning of trust/distrust responses, and lower overall memory for social interactions. Despite poor learning performance, both AD and bvFTD patients showed better memory of social compared to non-social interactions. Importantly, better memory for social interactions was associated with lower financial vulnerability in AD, but not bvFTD. Learning and memory of social interactions was associated with medial temporal and temporoparietal atrophy in AD, whereas a wider network of frontostriatal, insular, fusiform and medial temporal regions was implicated in bvFTD. Our findings suggest that although social relevance influences memory to an extent in both AD and bvFTD, this is associated with vulnerability to financial exploitation in AD only, and is underpinned by changes to different neural substrates. Theoretically, these findings provide novel insights into potential mechanisms that give rise to vulnerability in people with dementia, and open avenues for possible interventions. Copyright © 2017 Elsevier Ltd. All rights reserved.
Wireless Adaptive Therapeutic TeleGaming in a Pervasive Computing Environment
NASA Astrophysics Data System (ADS)
Peters, James F.; Szturm, Tony; Borkowski, Maciej; Lockery, Dan; Ramanna, Sheela; Shay, Barbara
This chapter introduces a wireless, pervasive computing approach to adaptive therapeutic telegaming considered in the context of near set theory. Near set theory provides a formal basis for observation, comparison and classification of perceptual granules. A perceptual granule is defined by a collection of objects that are graspable by the senses or by the mind. In the proposed pervasive computing approach to telegaming, a handicapped person (e.g., stroke patient with limited hand, finger, arm function) plays a video game by interacting with familiar instrumented objects such as cups, cutlery, soccer balls, nozzles, screw top-lids, spoons, so that the technology that makes therapeutic exercise game-playing possible is largely invisible (Archives of Physical Medicine and Rehabilitation 89:2213-2217, 2008). The basic approach to adaptive learning (AL) in the proposed telegaming environment is ethology-inspired and is quite different from the traditional approach to reinforcement learning. In biologically-inspired learning, organisms learn to achieve some goal by durable modification of behaviours in response to signals from the environment resulting from specific experiences (Animal Behavior, 1995). The term adaptive is used here in an ethological sense, where learning by an organism results from modifying behaviour in response to perceived changes in the environment. To instill adaptivity in a video game, it is assumed that learning by a video game is episodic. During an episode, the behaviour of a player is measured indirectly by tracking the occurrence of gaming events such as a hit or a miss of a target (e.g., hitting a moving ball with a game paddle). An ethogram provides a record of behaviour feature values that provide a basis a functional registry for handicapped players for gaming adaptivity. An important practical application of adaptive gaming is therapeutic rehabilitation exercise carried out in parallel with playing action video games. Enjoyable and engaging interactive gaming will motivate patients to complete the rehabilitation process. Adaptivity is seen as a way to make action games more accessible to those who have physical and cognitive impairments. The telegaming system connects to the internet and implements a feed-and-forward mechanism that transmits gaming session tables after each gaming session to a remote registry accessible to therapists and researchers. The contribution of this chapter is the introduction of a framework for wireless telegaming useful in therapeutic rehabilitation.
Understanding the resistance to creating safer ice hockey: essential points for injury prevention.
Todd, Ryan A; Soklaridis, Sophie; Treen, Alice K; Bhalerao, Shree U; Cusimano, Michael D
2017-11-27
Despite the known negative health outcomes of concussions in minor level boys' hockey, there has been significant resistance to creating a safer game with less body checking. To better understand cultural barriers that prevent making the sport safer for youth and adolescents, semistructured interviews, with 20 ice hockey stakeholders, were conducted and analysed using thematic analysis. Through this analysis, two primary concepts arose from respondents. The first concept is that body checking, despite the harm it can cause, should be done in a respectful sportsmanlike fashion. The second concept is the contradiction that the game of ice hockey is both dynamic and unchangeable. Using structural functionalist theory, we propose an argument that the unfortunate perpetuation of violence and body checking in youth ice hockey serves to maintain the social order of the game and its culture. Any strategies aimed at modifying and promoting healthy behaviour in the game should take these concepts into account. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2017. All rights reserved. No commercial use is permitted unless otherwise expressly granted.
Reversible simulation of irreversible computation
NASA Astrophysics Data System (ADS)
Li, Ming; Tromp, John; Vitányi, Paul
1998-09-01
Computer computations are generally irreversible while the laws of physics are reversible. This mismatch is penalized by among other things generating excess thermic entropy in the computation. Computing performance has improved to the extent that efficiency degrades unless all algorithms are executed reversibly, for example by a universal reversible simulation of irreversible computations. All known reversible simulations are either space hungry or time hungry. The leanest method was proposed by Bennett and can be analyzed using a simple ‘reversible’ pebble game. The reachable reversible simulation instantaneous descriptions (pebble configurations) of such pebble games are characterized completely. As a corollary we obtain the reversible simulation by Bennett and, moreover, show that it is a space-optimal pebble game. We also introduce irreversible steps and give a theorem on the tradeoff between the number of allowed irreversible steps and the memory gain in the pebble game. In this resource-bounded setting the limited erasing needs to be performed at precise instants during the simulation. The reversible simulation can be modified so that it is applicable also when the simulated computation time is unknown.
Gamification of Medication Adherence in Epilepsy.
Abdul Rahim, Mohammad Izzat; Thomas, Rhys Huw
2017-11-01
Adherence to medication regimens is a crucial factor in seizure-freedom and well-being for people with epilepsy. In contrast, taking medication inconsistently increases the risk of not only seizures and their adverse effects, but drug side-effects and unnecessary modifications to treatment plans. Epilepsy is prevalent across all age groups and we have been slow to utilise both the technologies and psychologies derived from computer gaming. Gaming has broken through to the mainstream and is no longer the preserve of younger males, mirroring the adoption of smart-phones. 'Gamification' motivates users into engaging in an activity with a higher intensity and duration. Introducing gaming elements into a non-gaming context has the potential to transform routine tasks into more enjoyable and motivating experiences. This has been exploited by marketing executives, but also has clear uses in a healthcare setting too. We discuss how previously published frameworks could be employed to help people with epilepsy adhere to medication regimens to create a patient-focussed, modifiable and fun experience. Copyright © 2017 British Epilepsy Association. Published by Elsevier Ltd. All rights reserved.
McCubbins, Mathew D.; Coulson, Seana
2009-01-01
To address the neurocognitive mechanisms that underlie choices made after receiving information from an anonymous individual, reaction times (Experiment 1) and event-related brain potentials (Experiment 2) were recorded as participants played three variants of the coin toss game. In this game, participants guess the outcomes of unseen coin tosses after a person in another room (dubbed 'the reporter’) observes the coin toss outcomes and then sends reports (which may or may not be truthful) to participants about whether the coins landed on heads or tails. Participants knew that the reporter's interests were aligned with their own (common interests), opposed to their own (conflicting interests) or opposed to their own, but that the reporter was penalized every time he or she sent a false report about the coin toss outcome (penalty for lying). In the common interests and penalty for lying conditions, participants followed the reporter's reports over 90% of the time, in contrast to <59% of the time in the conflicting interests condition. Reaction time results indicated that participants took similar amounts of time to respond in the common interests and penalty for lying conditions and that they were reliably faster than in the conflicting interests condition. Event-related potentials timelocked to the reporter's reports revealed a larger P2, P3 and late positive complex response in the common interests condition than in the other two, suggesting that participants’ brains processed the reporter's reports differently in the common interests condition relative to the other two conditions. Results suggest that even when people behave as if they trust information, they consider communicative efforts of individuals whose interests are aligned with their own to be slightly more informative than those of individuals who are made trustworthy by an institution, such as a penalty for lying. PMID:19015085
The use of Metro-Apex in health administration and planning education and training.
Washburn, A W; McGinty, R T
1977-01-01
Metro-Apex is a computerized gaming-simulation designed to give practitioners and students an understanding of the environment of health care delivery systems. The exercise allows participants to explore the interaction of health roles and the health system's interaction with the larger community system. Originally developed as an air pollution control exercise, it has evolved to be a game about communities and how they operate. In 1972, the Department of Health, Education, and Welfare funded the Center for Multidisciplinary Educational Exercises (COMEX), of the University of Southern California to modify Metro-Apex for use with health service planners, health care administrators, and students in programs leading to these positions. The game runs in several rounds of from three to eight hours for groups of from 40 to 120 persons. Used in both educational and training settings, Metro-Apex is found to be a flexible addition to the health educator's tools.
Perceptual training yields rapid improvements in visually impaired youth
Nyquist, Jeffrey B.; Lappin, Joseph S.; Zhang, Ruyuan; Tadin, Duje
2016-01-01
Visual function demands coordinated responses to information over a wide field of view, involving both central and peripheral vision. Visually impaired individuals often seem to underutilize peripheral vision, even in absence of obvious peripheral deficits. Motivated by perceptual training studies with typically sighted adults, we examined the effectiveness of perceptual training in improving peripheral perception of visually impaired youth. Here, we evaluated the effectiveness of three training regimens: (1) an action video game, (2) a psychophysical task that combined attentional tracking with a spatially and temporally unpredictable motion discrimination task, and (3) a control video game. Training with both the action video game and modified attentional tracking yielded improvements in visual performance. Training effects were generally larger in the far periphery and appear to be stable 12 months after training. These results indicate that peripheral perception might be under-utilized by visually impaired youth and that this underutilization can be improved with only ~8 hours of perceptual training. Moreover, the similarity of improvements following attentional tracking and action video-game training suggest that well-documented effects of action video-game training might be due to the sustained deployment of attention to multiple dynamic targets while concurrently requiring rapid attending and perception of unpredictable events. PMID:27901026
Games people play-toward an enactive view of cooperation in social neuroscience.
Engemann, Denis A; Bzdok, Danilo; Eickhoff, Simon B; Vogeley, Kai; Schilbach, Leonhard
2012-01-01
The field of social neuroscience has made considerable progress in unraveling the neural correlates of human cooperation by making use of brain imaging methods. Within this field, neuroeconomic research has drawn on paradigms from experimental economics, such as the Prisoner's Dilemma (PD) and the Trust Game. These paradigms capture the topic of conflict in cooperation, while focusing strongly on outcome-related decision processes. Cooperation, however, does not equate with that perspective, but relies on additional psychological processes and events, including shared intentions and mutually coordinated joint action. These additional facets of cooperation have been successfully addressed by research in developmental psychology, cognitive science, and social philosophy. Corresponding neuroimaging data, however, is still sparse. Therefore, in this paper, we present a juxtaposition of these mutually related but mostly independent trends in cooperation research. We propose that the neuroscientific study of cooperation could benefit from paradigms and concepts employed in developmental psychology and social philosophy. Bringing both to a neuroimaging environment might allow studying the neural correlates of cooperation by using formal models of decision-making as well as capturing the neural responses that underlie joint action scenarios, thus, promising to advance our understanding of the nature of human cooperation.
Games people play—toward an enactive view of cooperation in social neuroscience
Engemann, Denis A.; Bzdok, Danilo; Eickhoff, Simon B.; Vogeley, Kai; Schilbach, Leonhard
2012-01-01
The field of social neuroscience has made considerable progress in unraveling the neural correlates of human cooperation by making use of brain imaging methods. Within this field, neuroeconomic research has drawn on paradigms from experimental economics, such as the Prisoner's Dilemma (PD) and the Trust Game. These paradigms capture the topic of conflict in cooperation, while focusing strongly on outcome-related decision processes. Cooperation, however, does not equate with that perspective, but relies on additional psychological processes and events, including shared intentions and mutually coordinated joint action. These additional facets of cooperation have been successfully addressed by research in developmental psychology, cognitive science, and social philosophy. Corresponding neuroimaging data, however, is still sparse. Therefore, in this paper, we present a juxtaposition of these mutually related but mostly independent trends in cooperation research. We propose that the neuroscientific study of cooperation could benefit from paradigms and concepts employed in developmental psychology and social philosophy. Bringing both to a neuroimaging environment might allow studying the neural correlates of cooperation by using formal models of decision-making as well as capturing the neural responses that underlie joint action scenarios, thus, promising to advance our understanding of the nature of human cooperation. PMID:22675293