Sample records for ultimatum game ug

  1. Evolution of Fairness in the Not Quite Ultimatum Game

    NASA Astrophysics Data System (ADS)

    Ichinose, Genki; Sayama, Hiroki

    2014-05-01

    The Ultimatum Game (UG) is an economic game where two players (proposer and responder) decide how to split a certain amount of money. While traditional economic theories based on rational decision making predict that the proposer should make a minimal offer and the responder should accept it, human subjects tend to behave more fairly in UG. Previous studies suggested that extra information such as reputation, empathy, or spatial structure is needed for fairness to evolve in UG. Here we show that fairness can evolve without additional information if players make decisions probabilistically and may continue interactions when the offer is rejected, which we call the Not Quite Ultimatum Game (NQUG). Evolutionary simulations of NQUG showed that the probabilistic decision making contributes to the increase of proposers' offer amounts to avoid rejection, while the repetition of the game works to responders' advantage because they can wait until a good offer comes. These simple extensions greatly promote evolution of fairness in both proposers' offers and responders' acceptance thresholds.

  2. Is it all about the self? The effect of self-control depletion on ultimatum game proposers

    PubMed Central

    Halali, Eliran; Bereby-Meyer, Yoella; Ockenfels, Axel

    2013-01-01

    In the ultimatum-game, as in many real-life social exchange situations, the selfish motive to maximize own gains conflicts with fairness preferences. In the present study we manipulated the availability of cognitive-control resources for ultimatum-game proposers to test whether preference for fairness is a deliberative cognitive-controlled act or an automatic act. In two experiments we found that a shortage of cognitive control (ego depletion) led proposers in the ultimatum game (UG) to propose significantly more equal split offers than non-depleted proposers. These results can be interpreted as resulting from an automatic concern for fairness, or from a greater fear of rejection, which would be in line with a purely self-interested response. To separate these competing explanations, in Experiment 2 we conducted a dictator-game in which the responder cannot reject the offer. In contrast to the increased fairness behavior demonstrated by depleted ultimatum-game proposers, we found that depleted dictator-game allocators chose the equal split significantly less often than non-depleted allocators. These results indicate that fairness preferences are automatically driven among UG proposers. The automatic fair behavior, however, at least partially reflects concern about self-interest gain. We discuss different explanations for these results. PMID:23781182

  3. Is it all about the self? The effect of self-control depletion on ultimatum game proposers.

    PubMed

    Halali, Eliran; Bereby-Meyer, Yoella; Ockenfels, Axel

    2013-01-01

    In the ultimatum-game, as in many real-life social exchange situations, the selfish motive to maximize own gains conflicts with fairness preferences. In the present study we manipulated the availability of cognitive-control resources for ultimatum-game proposers to test whether preference for fairness is a deliberative cognitive-controlled act or an automatic act. In two experiments we found that a shortage of cognitive control (ego depletion) led proposers in the ultimatum game (UG) to propose significantly more equal split offers than non-depleted proposers. These results can be interpreted as resulting from an automatic concern for fairness, or from a greater fear of rejection, which would be in line with a purely self-interested response. To separate these competing explanations, in Experiment 2 we conducted a dictator-game in which the responder cannot reject the offer. In contrast to the increased fairness behavior demonstrated by depleted ultimatum-game proposers, we found that depleted dictator-game allocators chose the equal split significantly less often than non-depleted allocators. These results indicate that fairness preferences are automatically driven among UG proposers. The automatic fair behavior, however, at least partially reflects concern about self-interest gain. We discuss different explanations for these results.

  4. Equal status in Ultimatum Games promotes rational sharing.

    PubMed

    Han, Xiao; Cao, Shinan; Bao, Jian-Zhang; Wang, Wen-Xu; Zhang, Boyu; Gao, Zi-You; Sánchez, Angel

    2018-01-19

    Experiments on the Ultimatum Game (UG) repeatedly show that people's behaviour is far from rational. In UG experiments, a subject proposes how to divide a pot and the other can accept or reject the proposal, in which case both lose everything. While rational people would offer and accept the minimum possible amount, in experiments low offers are often rejected and offers are typically larger than the minimum, and even fair. Several theoretical works have proposed that these results may arise evolutionarily when subjects act in both roles and there is a fixed interaction structure in the population specifying who plays with whom. We report the first experiments on structured UG with subjects playing simultaneously both roles. We observe that acceptance levels of responders approach rationality and proposers accommodate their offers to their environment. More precisely, subjects keep low acceptance levels all the time, but as proposers they follow a best-response-like approach to choose their offers. We thus find that status equality promotes rational sharing while the influence of structure leads to fairer offers compared to well-mixed populations. Our results are far from what is observed in single-role UG experiments and largely different from available predictions based on evolutionary game theory.

  5. Cooperative Behavior in the Ultimatum Game and Prisoner's Dilemma Depends on Players' Contributions.

    PubMed

    Bland, Amy R; Roiser, Jonathan P; Mehta, Mitul A; Schei, Thea; Sahakian, Barbara J; Robbins, Trevor W; Elliott, Rebecca

    2017-01-01

    Economic games such as the Ultimatum Game (UG) and Prisoner's Dilemma (PD) are widely used paradigms for studying fairness and cooperation. Monetary versions of these games involve two players splitting an arbitrary sum of money. In real life, however, people's propensity to engage in cooperative behavior depends on their effort and contribution; factors that are well known to affect perceptions of fairness. We therefore sought to explore the impact of relative monetary contributions by players in the UG and PD. Adapted computerized UG and PD games, in which relative contributions from each player were manipulated, were administered to 200 participants aged 18-50 years old (50% female). We found that players' contribution had large effects on cooperative behavior. Specifically, cooperation was greater amongst participants when their opponent had contributed more to joint earnings. This was manifested as higher acceptance rates and higher offers in the UG; and fewer defects in the PD compared to when the participant contributed more. Interestingly, equal contributions elicited the greatest sensitivity to fairness in the UG, and least frequent defection in the PD. Acceptance rates correlated positively with anxiety and sex differences were found in defection behavior. This study highlights the feasibility of computerized games to assess cooperative behavior and the importance of considering cooperation within the context of effortful contribution.

  6. Cooperative Behavior in the Ultimatum Game and Prisoner’s Dilemma Depends on Players’ Contributions

    PubMed Central

    Bland, Amy R.; Roiser, Jonathan P.; Mehta, Mitul A.; Schei, Thea; Sahakian, Barbara J.; Robbins, Trevor W.; Elliott, Rebecca

    2017-01-01

    Economic games such as the Ultimatum Game (UG) and Prisoner’s Dilemma (PD) are widely used paradigms for studying fairness and cooperation. Monetary versions of these games involve two players splitting an arbitrary sum of money. In real life, however, people’s propensity to engage in cooperative behavior depends on their effort and contribution; factors that are well known to affect perceptions of fairness. We therefore sought to explore the impact of relative monetary contributions by players in the UG and PD. Adapted computerized UG and PD games, in which relative contributions from each player were manipulated, were administered to 200 participants aged 18–50 years old (50% female). We found that players’ contribution had large effects on cooperative behavior. Specifically, cooperation was greater amongst participants when their opponent had contributed more to joint earnings. This was manifested as higher acceptance rates and higher offers in the UG; and fewer defects in the PD compared to when the participant contributed more. Interestingly, equal contributions elicited the greatest sensitivity to fairness in the UG, and least frequent defection in the PD. Acceptance rates correlated positively with anxiety and sex differences were found in defection behavior. This study highlights the feasibility of computerized games to assess cooperative behavior and the importance of considering cooperation within the context of effortful contribution. PMID:28670295

  7. The role of cognitive and emotional perspective taking in economic decision making in the ultimatum game.

    PubMed

    Takagishi, Haruto; Koizumi, Michiko; Fujii, Takayuki; Schug, Joanna; Kameshima, Shinya; Yamagishi, Toshio

    2014-01-01

    We conducted a simple resource allocation game known as the ultimatum game (UG) with preschoolers to examine the role of cognitive and emotional perspective-taking ability on allocation and rejection behavior. A total of 146 preschoolers played the UG and completed a false belief task and an emotional perspective-taking test. Results showed that cognitive perspective taking ability had a significant positive effect on the proposer's offer and a negative effect on the responder's rejection behavior, whereas emotional perspective taking ability did not impact either the proposer's or responder's behavior. These results imply that the ability to anticipate the responder's beliefs, but not their emotional state, plays an important role in the proposer's choice of a fair allocation in an UG, and that children who have not acquired theory of mind still reject unfair offers.

  8. Power and Fairness in a Generalized Ultimatum Game

    PubMed Central

    Ciampaglia, Giovanni Luca; Lozano, Sergi; Helbing, Dirk

    2014-01-01

    Power is the ability to influence others towards the attainment of specific goals, and it is a fundamental force that shapes behavior at all levels of human existence. Several theories on the nature of power in social life exist, especially in the context of social influence. Yet, in bargaining situations, surprisingly little is known about its role in shaping social preferences. Such preferences are considered to be the main explanation for observed behavior in a wide range of experimental settings. In this work, we set out to understand the role of bargaining power in the stylized environment of a Generalized Ultimatum Game (GUG). We modify the payoff structure of the standard Ultimatum Game (UG) to investigate three situations: two in which the power balance is either against the proposer or against the responder, and a balanced situation. We find that other-regarding preferences, as measured by the amount of money donated by participants, do not change with the amount of power, but power changes the offers and acceptance rates systematically. Notably, unusually high acceptance rates for lower offers were observed. This finding suggests that social preferences may be invariant to the balance of power and confirms that the role of power on human behavior deserves more attention. PMID:24905349

  9. Power and fairness in a generalized ultimatum game.

    PubMed

    Ciampaglia, Giovanni Luca; Lozano, Sergi; Helbing, Dirk

    2014-01-01

    Power is the ability to influence others towards the attainment of specific goals, and it is a fundamental force that shapes behavior at all levels of human existence. Several theories on the nature of power in social life exist, especially in the context of social influence. Yet, in bargaining situations, surprisingly little is known about its role in shaping social preferences. Such preferences are considered to be the main explanation for observed behavior in a wide range of experimental settings. In this work, we set out to understand the role of bargaining power in the stylized environment of a Generalized Ultimatum Game (GUG). We modify the payoff structure of the standard Ultimatum Game (UG) to investigate three situations: two in which the power balance is either against the proposer or against the responder, and a balanced situation. We find that other-regarding preferences, as measured by the amount of money donated by participants, do not change with the amount of power, but power changes the offers and acceptance rates systematically. Notably, unusually high acceptance rates for lower offers were observed. This finding suggests that social preferences may be invariant to the balance of power and confirms that the role of power on human behavior deserves more attention.

  10. Taking it easy when playing ultimatum game with a Down syndrome proposer: Effects on behavior and medial frontal negativity.

    PubMed

    Rêgo, Gabriel Gaudencio; Campanhã, Camila; do Egito, Julia Horta Tabosa; Boggio, Paulo Sérgio

    2017-10-01

    The ultimatum game (UG) is an endowment sharing game in which a proposer suggests a division of an asset to a recipient, who must accept or reject it. Economic studies showed that despite recipients usually rejecting unfair offers, perception and reaction to unfairness are highly dependent on who is the proposer. Event-related potentials (ERPs) commonly detected in UG games are the medial frontal negativity (MFN), a component detected in recipients facing unfair offers, and the P300, a component related to attentional and memory processes. Given this, we aimed to investigate the behavioral and ERP responses of healthy people playing the UG game with Down syndrome (DS) and typical development (TD) proposers. Nineteen subjects participated in this study. The UG behavioral data were similar to previous studies. ERP analysis showed no MFN in participants facing unfair offers. A higher P300 amplitude was detected when participants faced fair offers from TD compared to DS fair offers. We also found a positive correlation between P300 amplitude for TD offers and self-esteem scale score. Together these findings indicate that insertion of an atypical player in the UG led to changes in participants' perception and expectancy of the game.

  11. Are Irrational Reactions to Unfairness Truly Emotionally-Driven? Dissociated Behavioural and Emotional Responses in the Ultimatum Game Task

    ERIC Educational Resources Information Center

    Civai, Claudia; Corradi-Dell'Acqua, Corrado; Gamer, Matthias; Rumiati, Raffaella I.

    2010-01-01

    The "irrational" rejections of unfair offers by people playing the Ultimatum Game (UG), a widely used laboratory model of economical decision-making, have traditionally been associated with negative emotions, such as frustration, elicited by unfairness ([Sanfey et al., 2003] and [van't Wout et al., 2006]). We recorded skin conductance responses as…

  12. The Evolution of Generosity in the Ultimatum Game

    PubMed Central

    Hintze, Arend; Hertwig, Ralph

    2016-01-01

    When humans fail to make optimal decisions in strategic games and economic gambles, researchers typically try to explain why that behaviour is biased. To this end, they search for mechanisms that cause human behaviour to deviate from what seems to be the rational optimum. But perhaps human behaviour is not biased; perhaps research assumptions about the optimality of strategies are incomplete. In the one-shot anonymous symmetric ultimatum game (UG), humans fail to play optimally as defined by the Nash equilibrium. However, the distinction between kin and non-kin—with kin detection being a key evolutionary adaption—is often neglected when deriving the “optimal” strategy. We computationally evolved strategies in the UG that were equipped with an evolvable probability to discern kin from non-kin. When an opponent was not kin, agents evolved strategies that were similar to those used by humans. We therefore conclude that the strategy humans play is not irrational. The deviation between behaviour and the Nash equilibrium may rather be attributable to key evolutionary adaptations, such as kin detection. Our findings further suggest that social preference models are likely to capture mechanisms that permit people to play optimally in an evolutionary context. Once this context is taken into account, human behaviour no longer appears irrational. PMID:27677330

  13. The Evolution of Generosity in the Ultimatum Game.

    PubMed

    Hintze, Arend; Hertwig, Ralph

    2016-09-28

    When humans fail to make optimal decisions in strategic games and economic gambles, researchers typically try to explain why that behaviour is biased. To this end, they search for mechanisms that cause human behaviour to deviate from what seems to be the rational optimum. But perhaps human behaviour is not biased; perhaps research assumptions about the optimality of strategies are incomplete. In the one-shot anonymous symmetric ultimatum game (UG), humans fail to play optimally as defined by the Nash equilibrium. However, the distinction between kin and non-kin-with kin detection being a key evolutionary adaption-is often neglected when deriving the "optimal" strategy. We computationally evolved strategies in the UG that were equipped with an evolvable probability to discern kin from non-kin. When an opponent was not kin, agents evolved strategies that were similar to those used by humans. We therefore conclude that the strategy humans play is not irrational. The deviation between behaviour and the Nash equilibrium may rather be attributable to key evolutionary adaptations, such as kin detection. Our findings further suggest that social preference models are likely to capture mechanisms that permit people to play optimally in an evolutionary context. Once this context is taken into account, human behaviour no longer appears irrational.

  14. Kinship, Family, and Gender Effects in the Ultimatum Game.

    PubMed

    Macfarlan, Shane J; Quinlan, Robert J

    2008-09-01

    Kinship and reciprocity are two main predictors of altruism. The ultimatum game has been used to study altruism in many small-scale societies. We used the ultimatum game to examine effects of individuals' family and kin relations on altruistic behavior in a kin-based horticultural community in rural Dominica. Results show sex-specific effects of kin on ultimatum game play. Average coefficient of relatedness to the village was negatively associated with women's ultimatum game proposals and had little effect on men's proposals. Number of brothers in the village was positively associated with men's ultimatum game proposals and negatively associated with women's proposals. Similarly, presence of father in the village was associated with higher proposals by men and lower proposals by women. We interpret the effect of brothers on men's proposals as a consequence of local competition among brothers. We speculate that daughter-biased parental care in this community creates a sense of entitlement among women with brothers, which may explain the inverse relation between number of brothers and women's ultimatum game proposals. The pattern of results may be consistent with how matrifocality affects cultural models of fairness differently along gender and family lines.

  15. High-testosterone men reject low ultimatum game offers.

    PubMed

    Burnham, Terence C

    2007-09-22

    The ultimatum game is a simple negotiation with the interesting property that people frequently reject offers of 'free' money. These rejections contradict the standard view of economic rationality. This divergence between economic theory and human behaviour is important and has no broadly accepted cause. This study examines the relationship between ultimatum game rejections and testosterone. In a variety of species, testosterone is associated with male seeking dominance. If low ultimatum game offers are interpreted as challenges, then high-testosterone men may be more likely to reject such offers. In this experiment, men who reject low offers ($5 out of $40) have significantly higher testosterone levels than those who accept. In addition, high testosterone levels are associated with higher ultimatum game offers, but this second finding is not statistically significant.

  16. Social information and economic decision-making in the ultimatum game.

    PubMed

    Gaertig, Celia; Moser, Anna; Alguacil, Sonia; Ruz, María

    2012-01-01

    The present study tested how social information about the proposer biases responders' choices of accepting or rejecting real monetary offers in a classic ultimatum game (UG) and whether this impact is heightened by the uncertainty of the context. Participants in our study conducted a one-shot UG in which their responses had direct consequences on how much money they earned. We used trait-valenced words to provide information about the proposers' personal characteristics. The results show higher acceptance rates for offers preceded by positive words than for those preceded by negative words. In addition, the impact of this information was higher in the uncertain than in the certain context. This suggests that when deciding whether or not to take money from someone, people take into account what they know about the person they are interacting with. Such non-rational bias is stronger in an uncertain context.

  17. Economic decision-making in the ultimatum game by smokers.

    PubMed

    Takahashi, Taiki

    2007-10-01

    No study to date compared degrees of inequity aversion in economic decision-making in the ultimatum game between non-addictive and addictive reinforcers. The comparison is potentially important in neuroeconomics and reinforcement learning theory of addiction. We compared the degrees of inequity aversion in the ultimatum game between money and cigarettes in habitual smokers. Smokers avoided inequity in the ultimatum game more dramatically for money than for cigarettes; i.e., there was a "domain effect" in decision-making in the ultimatum game. Reward-processing neural activities in the brain for non-addictive and addictive reinforcers may be distinct and the insula activation due to cue-induced craving may conflict with unfair offer-induced insula activation. Future studies in neuroeconomics of addiction should employ game-theoretic decision tasks for elucidating reinforcement learning processes in dopaminergic neural circuits.

  18. Are patients with schizophrenia rational maximizers? Evidence from an ultimatum game study.

    PubMed

    Csukly, Gábor; Polgár, Patrícia; Tombor, László; Réthelyi, János; Kéri, Szabolcs

    2011-05-15

    Schizophrenia is associated with impaired social cognition and community functioning. Social decision-making strategies of healthy controls and patients with schizophrenia were compared by using the ultimatum game (UG). In this game two players have to split a sum of money. The proposer offers a portion to the responder, who decides to either accept or reject the offer. Rejection results in no income to either of the parties. Unfair proposals are frequently rejected by nonclinical individuals, a phenomenon described as altruistic punishment. Patients and controls participated in a series of UG interactions as responders in a computerized test setting. We also tested the effect of the proposer's facial expression on decision-making. Our results indicate that patients with schizophrenia accepted unfair offers at a significantly higher rate than did healthy controls. In contrast, at fair proposals, the acceptance rate was lower in patients compared with controls. At higher offers, the proposer's facial expression (positive/negative) significantly influenced the acceptance rate (positive facial expression increased the likelihood of acceptance) in the control group. This effect was not observed in the patient group. These results suggest that schizophrenia patients are impaired in socioeconomic interactions requiring emotion recognition and decision-making, which may result in unstable behavioral strategies. Copyright © 2010 Elsevier Ltd. All rights reserved.

  19. Rejection of unfair offers in the ultimatum game is no evidence of strong reciprocity.

    PubMed

    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.

  20. Rejection of unfair offers in the ultimatum game is no evidence of strong reciprocity

    PubMed Central

    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

  1. Theory of mind and the Ultimatum Game in healthy adult aging.

    PubMed

    Girardi, Alessandra; Sala, Sergio Della; MacPherson, Sarah E

    2018-01-01

    The Ultimatum Game assesses decision-making involved in cooperative interactions with others. However, little is known about the role that the ability to understand other people's intentions plays in these interactions. This study examined performance on the Ultimatum Game and theory of mind (ToM) tasks in younger and older adults. Age differences were not found on the ToM tasks, and a lack of variability in performance prevented analyses of the relationships between performance on the Ultimatum Game and ToM. However, age differences were found on the Ultimatum Game, with older adults accepting more unfair offers. Yet, the two age groups did not differ in their appreciation of fairness, as assessed using subjective fairness ratings. These findings suggest that older adults are more rational in their behavior, accepting unfair offers even when they know they are unfair, as it is in their self-interest to accept small monetary values rather than nothing at all.

  2. Is costly punishment altruistic? Exploring rejection of unfair offers in the Ultimatum Game in real-world altruists

    PubMed Central

    Brethel-Haurwitz, Kristin M.; Stoycos, Sarah A.; Cardinale, Elise M.; Huebner, Bryce; Marsh, Abigail A.

    2016-01-01

    In the Ultimatum Game (UG), incurring a cost to punish inequity is commonly termed altruistic punishment. This behaviour is thought to benefit others if the defector becomes more equitable in future interactions. However, clear connections between punishment in the UG and altruistic behaviours outside the laboratory are lacking. We tested the altruistic punishment hypothesis in a sample of extraordinarily altruistic adults, predicting that if punishing inequity is predictive of altruism more broadly, extraordinary altruists should punish more frequently. Results showed that punishment was not more prevalent in extraordinary altruists than controls. However, a self-reported altruism measure previously linked to peer evaluations but not behaviour, and on which extraordinary altruists and controls did not differ, did predict punishment. These findings support suggestions that altruistic punishment in the UG is better termed costly punishment and may be motivated by social, but not necessarily prosocial, concerns. Results also support prior suggestions that self-reported altruism may not reliably predict altruistic behaviour. PMID:26739364

  3. Is costly punishment altruistic? Exploring rejection of unfair offers in the Ultimatum Game in real-world altruists.

    PubMed

    Brethel-Haurwitz, Kristin M; Stoycos, Sarah A; Cardinale, Elise M; Huebner, Bryce; Marsh, Abigail A

    2016-01-07

    In the Ultimatum Game (UG), incurring a cost to punish inequity is commonly termed altruistic punishment. This behaviour is thought to benefit others if the defector becomes more equitable in future interactions. However, clear connections between punishment in the UG and altruistic behaviours outside the laboratory are lacking. We tested the altruistic punishment hypothesis in a sample of extraordinarily altruistic adults, predicting that if punishing inequity is predictive of altruism more broadly, extraordinary altruists should punish more frequently. Results showed that punishment was not more prevalent in extraordinary altruists than controls. However, a self-reported altruism measure previously linked to peer evaluations but not behaviour, and on which extraordinary altruists and controls did not differ, did predict punishment. These findings support suggestions that altruistic punishment in the UG is better termed costly punishment and may be motivated by social, but not necessarily prosocial, concerns. Results also support prior suggestions that self-reported altruism may not reliably predict altruistic behaviour.

  4. The ultimatum game: Discrete vs. continuous offers

    NASA Astrophysics Data System (ADS)

    Dishon-Berkovits, Miriam; Berkovits, Richard

    2014-09-01

    In many experimental setups in social-sciences, psychology and economy the subjects are requested to accept or dispense monetary compensation which is usually given in discrete units. Using computer and mathematical modeling we show that in the framework of studying the dynamics of acceptance of proposals in the ultimatum game, the long time dynamics of acceptance of offers in the game are completely different for discrete vs. continuous offers. For discrete values the dynamics follow an exponential behavior. However, for continuous offers the dynamics are described by a power-law. This is shown using an agent based computer simulation as well as by utilizing an analytical solution of a mean-field equation describing the model. These findings have implications to the design and interpretation of socio-economical experiments beyond the ultimatum game.

  5. Effect of self-esteem on social interactions during the Ultimatum Game.

    PubMed

    Paz, V; Nicolaisen-Sobesky, E; Collado, E; Horta, S; Rey, C; Rivero, M; Berriolo, P; Díaz, M; Otón, M; Pérez, A; Fernández-Theoduloz, G; Cabana, Á; Gradin, V B

    2017-06-01

    Self-esteem is an attitude formed by self-evaluation based on positive and negative aspects of oneself. Low self-esteem is a risk factor for psychiatric disorders and is especially associated with social difficulties. Recently, behavioral economics has allowed the quantitative study of social interactions. We investigated the association between self-esteem and interpersonal problems and whether self-esteem modulates behavior and emotions during an economic task, the Ultimatum Game (UG). In this task participants accept or reject fair/unfair monetary offers from others. Low (LSE, n=40) and high (HSE, n=45) self-esteem participants were assessed in their interpersonal problems and psychiatric symptoms using self-reported questionnaires, and were compared on their decision making and emotional response during the UG. LSE was associated with depression and anxiety symptoms. In addition, LSE was associated with interpersonal problems, especially in the domains of socially inhibited, nonassertive, overly accommodating, self-sacrificing and cold/distant. During the UG, LSE women reported more anger towards unfair offers than HSE women. Our findings suggest that low self-esteem individuals experience high distress by interpersonal problems in several domains. Importantly, low self-esteem in women seems to be associated with an accentuated emotional response to unfair social exchanges. These results may contribute to treat social difficulties in this population. Copyright © 2017 Elsevier Ireland Ltd. All rights reserved.

  6. Preference and strategy in proposer's prosocial giving in the ultimatum game.

    PubMed

    Inaba, Misato; Inoue, Yumi; Akutsu, Satoshi; Takahashi, Nobuyuki; Yamagishi, Toshio

    2018-01-01

    The accumulation of findings that most responders in the ultimatum game reject unfair offers provides evidence that humans are driven by social preferences such as preferences for fairness and prosociality. On the other hand, if and how the proposer's behavior is affected by social preferences remains unelucidated. We addressed this question for the first time by manipulating the knowledge that the proposer had about the responder's belief concerning the intentionality of the proposer. In a new game called the "ultimatum game with ambiguous intentions of the proposer (UGAMB)," we made the intentionality of the proposer ambiguous to the recipient. We expected and found that the proposer would make more unfair offers in this new game than in the standard ultimatum game. This expectation can be derived from either the preference-based model or the strategy model of the proposer's giving decision. The additional finding that more unfair giving in the UGAMB was not mediated by the proposer's expectation that the recipient would be more willing to accept unfair offers provided support for the preference-based model. Using a psychological measure of cognitive control, the preference-based model received additional support through a conceptual replication of the previous finding that cognitive control of intuitive drive for prosociality in the dictator game, rather than mind reading in the ultimatum game, is responsible for the difference in giving between the two games.

  7. Radical framing effects in the ultimatum game: the impact of explicit culturally transmitted frames on economic decision-making

    PubMed Central

    Lightner, Aaron D.

    2017-01-01

    Many studies have documented framing effects in economic games. These studies, however, have tended to use minimal framing cues (e.g. a single sentence labelling the frame), and the frames did not involve unambiguous offer expectations. Results often did not differ substantially from those in the unframed games. Here we test the hypothesis that, in contrast to the modal offer in the unframed ultimatum game (UG) (e.g. 60% to the proposer and 40% to the responder), offers in a UG explicitly framed either as a currency exchange or a windfall will closely conform to expectations for the frame and diverge substantially from the modal offer. Participants recruited from MTurk were randomized into one of two conditions. In the control condition, participants played a standard UG. In the treatment conditions, players were provided a vignette explicitly describing the frame with their roles: some were customers and bankers in a currency exchange, and others were in a windfall scenario. We predicted (i) that modal offers in the currency exchange would involve an asymmetric split where greater than 80% went to customers and less than 20% went to bankers, and (ii) that variation in windfall offers would converge onto a 50–50 split with significantly less variation than the control condition. Our first prediction was confirmed with substantial effect sizes (d = 1.09 and d = −2.04), whereas we found no evidence for our second prediction. The first result provides further evidence that it is difficult to draw firm conclusions about economic decision-making from decontextualized games. PMID:29308218

  8. Radical framing effects in the ultimatum game: the impact of explicit culturally transmitted frames on economic decision-making.

    PubMed

    Lightner, Aaron D; Barclay, Pat; Hagen, Edward H

    2017-12-01

    Many studies have documented framing effects in economic games. These studies, however, have tended to use minimal framing cues (e.g. a single sentence labelling the frame), and the frames did not involve unambiguous offer expectations. Results often did not differ substantially from those in the unframed games. Here we test the hypothesis that, in contrast to the modal offer in the unframed ultimatum game (UG) (e.g. 60% to the proposer and 40% to the responder), offers in a UG explicitly framed either as a currency exchange or a windfall will closely conform to expectations for the frame and diverge substantially from the modal offer. Participants recruited from MTurk were randomized into one of two conditions. In the control condition, participants played a standard UG. In the treatment conditions, players were provided a vignette explicitly describing the frame with their roles: some were customers and bankers in a currency exchange, and others were in a windfall scenario. We predicted (i) that modal offers in the currency exchange would involve an asymmetric split where greater than 80% went to customers and less than 20% went to bankers, and (ii) that variation in windfall offers would converge onto a 50-50 split with significantly less variation than the control condition. Our first prediction was confirmed with substantial effect sizes ( d  = 1.09 and d  = -2.04), whereas we found no evidence for our second prediction. The first result provides further evidence that it is difficult to draw firm conclusions about economic decision-making from decontextualized games.

  9. Behavioral and neuronal determinants of negative reciprocity in the ultimatum game

    PubMed Central

    Hildebrandt, Andrea; Wilhelm, Oliver; Sommer, Werner

    2016-01-01

    The rejection of unfair offers in the ultimatum game (UG) indicates negative reciprocity. The model of strong reciprocity claims that negative reciprocity reflects prosociality because the rejecting individual is sacrificing resources in order to punish unfair behavior. However, a recent study found that the rejection rate of unfair offers is linked to assertiveness (status defense model). To pursue the question what drives negative reciprocity, the present study investigated individual differences in the rejection of unfair offers along with their behavioral and neuronal determinants. We measured fairness preferences and event-related potentials (ERP) in 200 healthy participants playing a computerized version of the UG with pictures of unfair and fair proposers. Structural equation modeling (SEM) on the behavioral data corroborated both the strong reciprocity and the status defense models of human cooperation: Not only more prosocial but also more assertive individuals were more likely to show negative reciprocity by rejecting unfair offers. Experimental ERP results confirmed the feedback negativity (FN) as a neural signature of fairness processing. Multilevel SEM of brain–behavior relationships revealed that negative reciprocity was significantly associated with individual differences in FN amplitudes in response to proposers. Our results confirm stable individual differences in fairness processing at the behavioral and neuronal level. PMID:27261490

  10. Preference and strategy in proposer’s prosocial giving in the ultimatum game

    PubMed Central

    Inaba, Misato; Inoue, Yumi; Akutsu, Satoshi; Takahashi, Nobuyuki

    2018-01-01

    The accumulation of findings that most responders in the ultimatum game reject unfair offers provides evidence that humans are driven by social preferences such as preferences for fairness and prosociality. On the other hand, if and how the proposer’s behavior is affected by social preferences remains unelucidated. We addressed this question for the first time by manipulating the knowledge that the proposer had about the responder’s belief concerning the intentionality of the proposer. In a new game called the “ultimatum game with ambiguous intentions of the proposer (UGAMB),” we made the intentionality of the proposer ambiguous to the recipient. We expected and found that the proposer would make more unfair offers in this new game than in the standard ultimatum game. This expectation can be derived from either the preference-based model or the strategy model of the proposer’s giving decision. The additional finding that more unfair giving in the UGAMB was not mediated by the proposer’s expectation that the recipient would be more willing to accept unfair offers provided support for the preference-based model. Using a psychological measure of cognitive control, the preference-based model received additional support through a conceptual replication of the previous finding that cognitive control of intuitive drive for prosociality in the dictator game, rather than mind reading in the ultimatum game, is responsible for the difference in giving between the two games. PMID:29505587

  11. Testosterone Administration Related Differences in Brain Activation during the Ultimatum Game

    PubMed Central

    Kopsida, Eleni; Berrebi, Jonathan; Petrovic, Predrag; Ingvar, Martin

    2016-01-01

    A plethora of studies on the Ultimatum Game have shown that responders forfeit the rule of profit maximization and punish unfair proposers, by rejecting their offers. This behavior has been linked to increased amygdala, insula, and dorsolateral prefrontal cortex activation. Studies have suggested a potential role of testosterone in the Ultimatum Game albeit with inconsistent findings. In the present study, we sought to further investigate the role of amygdala and testosterone in the Ultimatum Game, by conducting a double-blinded, single-administration study. Sixty milligram of Tostrex was administered to male and female healthy volunteers, 3 h prior to undergoing an fMRI session, during which they played a standard version of the Ultimatum Game. The behavioral analysis revealed a statistical trend, as participants in the testosterone group tended to accept a greater number of unfair offers than participants in the placebo group, irrespectively of gender. In terms of fMRI results, for the main contrast unfair>fair offers, the testosterone group displayed a greater activation in the right dlPFC compared to the placebo group. Increased testosterone levels were related to greater caudate activity. Our findings suggest a complex role of testosterone in social behavior and decision-making. PMID:26973448

  12. Listening to your heart and feeling yourself: effects of exposure to interoceptive signals during the ultimatum game.

    PubMed

    Lenggenhager, Bigna; Azevedo, Ruben T; Mancini, Alessandra; Aglioti, Salvatore Maria

    2013-10-01

    The ultimatum game (UG) is commonly used to study the tension between financial self-interest and social equity motives. Here, we investigated whether experimental exposure to interoceptive signals influences participants' behavior in the UG. Participants were presented with various bodily sounds--i.e., their own heart, another person's heart, or the sound of footsteps--while acting both in the role of responder and proposer. We found that listening to one's own heart sound, compared to the other bodily sounds: (1) increased subjective feelings of unfairness, but not rejection behavior, in response to unfair offers and (2) increased the unfair offers while playing in the proposer role. These findings suggest that heightened feedback of one's own visceral processes may increase a self-centered perspective and drive socioeconomic exchanges accordingly. In addition, this study introduces a valuable procedure to manipulate online the access to interoceptive signals and for exploring the interplay between viscero-sensory information and cognition.

  13. Social Learning in the Ultimatum Game

    PubMed Central

    Zhang, Boyu

    2013-01-01

    In the ultimatum game, two players divide a sum of money. The proposer suggests how to split and the responder can accept or reject. If the suggestion is rejected, both players get nothing. The rational solution is that the responder accepts even the smallest offer but humans prefer fair share. In this paper, we study the ultimatum game by a learning-mutation process based on quantal response equilibrium, where players are assumed boundedly rational and make mistakes when estimating the payoffs of strategies. Social learning is never stabilized at the fair outcome or the rational outcome, but leads to oscillations from offering 40 percent to 50 percent. To be precise, there is a clear tendency to increase the mean offer if it is lower than 40 percent, but will decrease when it reaches the fair offer. If mutations occur rarely, fair behavior is favored in the limit of local mutation. If mutation rate is sufficiently high, fairness can evolve for both local mutation and global mutation. PMID:24023950

  14. Behavioral and neuronal determinants of negative reciprocity in the ultimatum game.

    PubMed

    Kaltwasser, Laura; Hildebrandt, Andrea; Wilhelm, Oliver; Sommer, Werner

    2016-10-01

    The rejection of unfair offers in the ultimatum game (UG) indicates negative reciprocity. The model of strong reciprocity claims that negative reciprocity reflects prosociality because the rejecting individual is sacrificing resources in order to punish unfair behavior. However, a recent study found that the rejection rate of unfair offers is linked to assertiveness (status defense model). To pursue the question what drives negative reciprocity, the present study investigated individual differences in the rejection of unfair offers along with their behavioral and neuronal determinants. We measured fairness preferences and event-related potentials (ERP) in 200 healthy participants playing a computerized version of the UG with pictures of unfair and fair proposers. Structural equation modeling (SEM) on the behavioral data corroborated both the strong reciprocity and the status defense models of human cooperation: Not only more prosocial but also more assertive individuals were more likely to show negative reciprocity by rejecting unfair offers. Experimental ERP results confirmed the feedback negativity (FN) as a neural signature of fairness processing. Multilevel SEM of brain-behavior relationships revealed that negative reciprocity was significantly associated with individual differences in FN amplitudes in response to proposers. Our results confirm stable individual differences in fairness processing at the behavioral and neuronal level. © The Author (2016). Published by Oxford University Press. For Permissions, please email: journals.permissions@oup.com.

  15. Are irrational reactions to unfairness truly emotionally-driven? Dissociated behavioural and emotional responses in the Ultimatum Game task.

    PubMed

    Civai, Claudia; Corradi-Dell'Acqua, Corrado; Gamer, Matthias; Rumiati, Raffaella I

    2010-01-01

    The "irrational" rejections of unfair offers by people playing the Ultimatum Game (UG), a widely used laboratory model of economical decision-making, have traditionally been associated with negative emotions, such as frustration, elicited by unfairness (Sanfey, Rilling, Aronson, Nystrom, & Cohen, 2003; van't Wout, Kahn, Sanfey, & Aleman, 2006). We recorded skin conductance responses as a measure of emotional activation while participants performed a modified version of the UG, in which they were asked to play both for themselves and on behalf of a third-party. Our findings show that even unfair offers are rejected when participants' payoff is not affected (third-party condition); however, they show an increase in the emotional activation specifically when they are rejecting offers directed towards themselves (myself condition). These results suggest that theories emphasizing negative emotions as the critical factor of "irrational" rejections (Pillutla & Murninghan, 1996) should be re-discussed. Psychological mechanisms other than emotions might be better candidates for explaining this behaviour.

  16. Framing the ultimatum game: gender differences and autonomic responses.

    PubMed

    Sarlo, Michela; Lotto, Lorella; Palomba, Daniela; Scozzari, Simona; Rumiati, Rino

    2013-01-01

    The present study aimed at investigating whether the way offers are framed in the Ultimatum Game (UG) affects behavioral and autonomic responses in men and women. The "I give you" and "I take" expressions were used as gain and loss frames, respectively. Skin conductance and heart rate were recorded as indices of autonomic activation in response to unfair, mid-value, and fair offers. Acceptance rates were higher in men than in women under the gain frame. Moreover, men showed higher acceptance rates under the gain than under the loss frame with mid-value offers, whereas women's choices were not affected by frame. On the physiological level, men produced differential autonomic response patterns during decision-making when offers were presented under gain and loss framing. The "I take" frame, by acting as a loss frame, elicited in men the characteristic defensive response pattern that is evoked by aversive stimulation, in which increases in skin conductance are coupled with increases in heart rate. On the other hand, the "I give you" frame, by acting as a gain frame, elicited in men increases in skin conductance associated with prevailing heart rate deceleratory responses, reflecting a state of enhanced attention and orienting. In contrast, women's autonomic reactivity was not affected by frame, consistent with behavioral results. Phasic changes in heart rate were crucial in revealing differential functional significance of skin conductance responses under different frames in men, thus questioning the assumption that this autonomic measure can be used as an index of negative emotional arousal in the UG.

  17. Altered economic decision-making in abstinent heroin addicts: Evidence from the ultimatum game.

    PubMed

    Hou, Yu; Zhao, Liyan; Yao, Qi; Ding, Lixiang

    2016-08-03

    The development and persistence of drug addiction has been suggested to involve decision-making deficits. The Ultimatum Game is a widely used economic decision-making paradigm that illustrates the tension between financial self-interest and fairness motives. The behavior of responders in the Ultimatum Game has been associated with emotional reactions and cognitive control abilities, both of which are dysregulated in drug addicts. In this study, we investigated whether this economic decision-making process that involves considerations of social norms is affected by heroin addiction. Heroin addicts (n=17) and demographically matched healthy control subjects (n=18) were recruited to play the part of responders in the Ultimatum Game, during which they decided to accept or reject the monetary offers proposed by strangers. The offers were manipulated by varying the stake sizes and fairness scales. The rejection rates of all of the offer categories, response times, fairness judgments, and impulsivity were compared between heroin addicts and healthy controls. Compared with healthy subjects, the rejection rates of most unfair offers in the Ultimatum Game were significantly higher under low-offer-size conditions among heroin addicts. In contrast, the most unfair offers were more likely to be accepted by heroin addicts in the high-offer-size condition than by healthy subjects. The ratings of unfairness were equal in both conditions although the rejection rates were different. Heroin addicts had higher scores on BIS attentional/cognitive impulsivity and non-planning impulsivity, but not in motor impulsivity. Rejection rates to most unfair offers under low-offer-size conditions significantly correlated with score on BIS non-planning impulsivity and total score of impulsivity. Heroin addicts differentially responded under different stake-level conditions in the Ultimatum Game, with emotional impulses in low-offer-size conditions and selfish motives in the face of high monetary

  18. Short- and long-run goals in ultimatum bargaining: impatience predicts spite-based behavior

    PubMed Central

    Espín, Antonio M.; Exadaktylos, Filippos; Herrmann, Benedikt; Brañas-Garza, Pablo

    2015-01-01

    The ultimatum game (UG) is widely used to study human bargaining behavior and fairness norms. In this game, two players have to agree on how to split a sum of money. The proposer makes an offer, which the responder can accept or reject. If the responder rejects, neither player gets anything. The prevailing view is that, beyond self-interest, the desire to equalize both players’ payoffs (i.e., fairness) is the crucial motivation in the UG. Based on this view, previous research suggests that fairness is a short-run oriented motive that conflicts with the long-run goal of self-interest. However, competitive spite, which reflects an antisocial (not norm-based) desire to minimize others’ payoffs, can also account for the behavior observed in the UG, and has been linked to short-run, present-oriented aspirations as well. In this paper, we explore the relationship between individuals’ intertemporal preferences and their behavior in a citywide dual-role UG experiment (N = 713). We find that impatience (short-run orientation) predicts the rejection of low, “unfair” offers as responder and the proposal of low, “unfair” offers as proposer, which is consistent with spitefulness but inconsistent with fairness motivations. This behavior systematically reduces the payoffs of those who interact with impatient individuals. Thus, impatient individuals appear to be keen to minimize their partners’ share of the pie, even at the risk of destroying it. These findings indicate that competitively reducing other’s payoffs, rather than fairness (or self-interest), is the short-run goal in ultimatum bargaining. PMID:26347625

  19. Randomness and arbitrary coordination in the reactive ultimatum game

    NASA Astrophysics Data System (ADS)

    da Silva, Roberto; Valverde, Pablo; Lamb, Luis C.

    2016-07-01

    Darwin's theory of evolution - as introduced in game theory by Maynard Smith - is not the only important evolutionary aspect in an evolutionary dynamics, since complex interdependencies, competition, and growth should be modeled by, for example, reactive aspects. In the ultimatum game, the reciprocity and the fifty-fifty partition seems to be a deviation from rational behavior of the players under the light of Nash equilibrium. Such equilibrium emerges, for example, from the punishment of the responder who generally tends to refuse unfair proposals. In the iterated version of the game, the proposers are able to improve their proposals by adding a value thus making fairer proposals. Such evolutionary aspects are not properly Darwinian-motivated, but they are endowed with a fundamental aspect: they reflect their actions according to value of the offers. Recently, a reactive version of the ultimatum game where acceptance occurs with fixed probability was proposed. In this paper, we aim at exploring this reactive version of the ultimatum game where the acceptance by players depends on the offer. In order to do so, we analyze two situations: (i) mean field and (ii) we consider players inserted within the networks with arbitrary coordination. We then show that the reactive aspect, here studied, thus far not analyzed in the evolutionary game theory literature can unveil an essential feature for the convergence to fifty-fifty split. Moreover we also analyze populations under four different polices ranging from a highly conservative to a moderate one, with respect to the decision in changing the proposal based on acceptances. We show that the idea of gaining less more times added to the reciprocity of the players is highly relevant to the concept of ;healthy; societies population bargaining.

  20. Adult-like neuroelectrical response to inequity in children: Evidence from the ultimatum game.

    PubMed

    Rêgo, Gabriel Gaudencio; Campanhã, Camila; Kassab, Ana Paula; Romero, Ruth Lyra; Minati, Ludovico; Boggio, Paulo Sérgio

    2016-01-01

    People react aversely when faced with unfair situations, a phenomenon that has been related to an electroencephalographic (EEG) potential known as medial frontal negativity (MFN). To our knowledge, the existence of the MFN in children has not yet been demonstrated. Here, we recorded EEG activity from 15 children playing the ultimatum game (UG) and who afterward performed a recognition task, in order to assess whether they could recognize the unfair and fair (familiar) proposers among unfamiliar faces. During the recognition task, we also acquired pupil dilation data to investigate subconscious recognition processes. A typical (adult-like) MFN component was detected in reaction to unfair proposals. We found a positive correlation between reaction time and empathy, as well as a negative correlation between reaction time and systematic reasoning scores. Finally, we detected a significant difference in pupil dilation in response to unfamiliar faces versus UG proposers. Our data provide the first evidence of MFN in children, which appears to index similar neurophysiological phenomena as in adults. Also, reaction time to fair proposals seems to be related to individual traits, as represented by empathy and systematizing. Our pupil dilation data provide evidence that automatic responses to faces did not index fairness, but familiarity. These findings have implications for our understanding of social development in typically developing children.

  1. Fair and unfair punishers coexist in the Ultimatum Game

    PubMed Central

    Brañas-Garza, Pablo; Espín, Antonio M.; Exadaktylos, Filippos; Herrmann, Benedikt

    2014-01-01

    In the Ultimatum Game, a proposer suggests how to split a sum of money with a responder. If the responder rejects the proposal, both players get nothing. Rejection of unfair offers is regarded as a form of punishment implemented by fair-minded individuals, who are willing to impose the cooperation norm at a personal cost. However, recent research using other experimental frameworks has observed non-negligible levels of antisocial punishment by competitive, spiteful individuals, which can eventually undermine cooperation. Using two large-scale experiments, this note explores the nature of Ultimatum Game punishers by analyzing their behavior in a Dictator Game. In both studies, the coexistence of two entirely different sub-populations is confirmed: prosocial punishers on the one hand, who behave fairly as dictators, and spiteful (antisocial) punishers on the other, who are totally unfair. The finding has important implications regarding the evolution of cooperation and the behavioral underpinnings of stable social systems. PMID:25113502

  2. Fair and unfair punishers coexist in the Ultimatum Game.

    PubMed

    Brañas-Garza, Pablo; Espín, Antonio M; Exadaktylos, Filippos; Herrmann, Benedikt

    2014-08-12

    In the Ultimatum Game, a proposer suggests how to split a sum of money with a responder. If the responder rejects the proposal, both players get nothing. Rejection of unfair offers is regarded as a form of punishment implemented by fair-minded individuals, who are willing to impose the cooperation norm at a personal cost. However, recent research using other experimental frameworks has observed non-negligible levels of antisocial punishment by competitive, spiteful individuals, which can eventually undermine cooperation. Using two large-scale experiments, this note explores the nature of Ultimatum Game punishers by analyzing their behavior in a Dictator Game. In both studies, the coexistence of two entirely different sub-populations is confirmed: prosocial punishers on the one hand, who behave fairly as dictators, and spiteful (antisocial) punishers on the other, who are totally unfair. The finding has important implications regarding the evolution of cooperation and the behavioral underpinnings of stable social systems.

  3. Limbic Justice—Amygdala Involvement in Immediate Rejection in the Ultimatum Game

    PubMed Central

    Fransson, Peter; Petrovic, Predrag; Johannesson, Magnus; Ingvar, Martin

    2011-01-01

    Imaging studies have revealed a putative neural account of emotional bias in decision making. However, it has been difficult in previous studies to identify the causal role of the different sub-regions involved in decision making. The Ultimatum Game (UG) is a game to study the punishment of norm-violating behavior. In a previous influential paper on UG it was suggested that frontal insular cortex has a pivotal role in the rejection response. This view has not been reconciled with a vast literature that attributes a crucial role in emotional decision making to a subcortical structure (i.e., amygdala). In this study we propose an anatomy-informed model that may join these views. We also present a design that detects the functional anatomical response to unfair proposals in a subcortical network that mediates rapid reactive responses. We used a functional MRI paradigm to study the early components of decision making and challenged our paradigm with the introduction of a pharmacological intervention to perturb the elicited behavioral and neural response. Benzodiazepine treatment decreased the rejection rate (from 37.6% to 19.0%) concomitantly with a diminished amygdala response to unfair proposals, and this in spite of an unchanged feeling of unfairness and unchanged insular response. In the control group, rejection was directly linked to an increase in amygdala activity. These results allow a functional anatomical detection of the early neural components of rejection associated with the initial reactive emotional response. Thus, the act of immediate rejection seems to be mediated by the limbic system and is not solely driven by cortical processes, as previously suggested. Our results also prompt an ethical discussion as we demonstrated that a commonly used drug influences core functions in the human brain that underlie individual autonomy and economic decision making. PMID:21559322

  4. Proportion offered in the Dictator and Ultimatum Games decreases with amount and social distance.

    PubMed

    Bechler, Christopher; Green, Leonard; Myerson, Joel

    2015-06-01

    Behavior in both the Dictator Game and the Ultimatum Game is of special interest because proposers often violate the predictions of normative economic theory: On average, offers in both games are higher than what would be considered income-maximizing. In the present study, the initial amount provided to the proposer and the social distance between the proposer and the respondent were both varied across a wide range, and the effects of these manipulations on offers in the Dictator Game and the Ultimatum Game were examined in a broad sample of participants recruited via MTurk. Although the amount offered was consistently higher in the Ultimatum Game, the proportion of the amount offered decreased as the size of the initial amount increased in both games. Moreover, the proportion offered also decreased as a function of the social distance between the proposer and the responder. The present results extend our knowledge of the determinants of proposers' behavior in two-person economic games and emphasize the importance of social distance and the amount of money at stake as factors that affect people's economic decisions. Copyright © 2015 Elsevier B.V. All rights reserved.

  5. Anterior insula signals inequalities in a modified Ultimatum Game.

    PubMed

    Cheng, Xuemei; Zheng, Li; Li, Lin; Zheng, Yijie; Guo, Xiuyan; Yang, Guang

    2017-04-21

    Studies employing the Ultimatum Game (UG) which involves two parties (i.e., proposers and responders) splitting some money have suggested the role that anterior insula (AI) plays in detecting fairness norm violation, i.e., violation of the responder's expectation of receiving equal splits from the proposer. In this study, we explored how AI would respond when there existed simultaneously another expectation of being treated equivalently as others. Participants acted as responders and would be informed about both the offers they received and the average amount of money the same proposer offered to others. Hence we introduced different conditions where participants were treated equivalently or not equivalently as other responders in UG. Participants could decide to accept or reject the offer with acceptance leading to the suggested split and rejection leaving both parties nothing. Behavioral results showed that participants rejected more unfair offers and reacted more slowly during acceptance (vs. rejection) of offers when they were offered less than others. At the neural level, stronger AI activation was observed when participants received unfair relative to fair offers, as well as when they received unequal relative to equal offers. Moreover, dorsomedial prefrontal cortex/dorsal anterior cingulate cortex (dmPFC/dACC) exhibited greater activity during receiving unequal (vs. equal) offers and during acceptance (vs. rejection) of offers which were less than others'. Taken together, the present study demonstrated that the treatment of others modulated both behavioral responses to unfairness and neural correlates of the fairness-related decision-making process, and that AI played a general role in detecting norm violations. Copyright © 2017 IBRO. Published by Elsevier Ltd. All rights reserved.

  6. Why do people reject unintended inequity? Responders' rejection in a truncated ultimatum game.

    PubMed

    Ohmura, Yu; Yamagishi, Toshio

    2005-04-01

    Rejection of an inequitable and yet unintended outcome in a truncated ultimatum game was examined in an experiment with 46 undergraduate students (27 men and 19 women) from a large national university in Japan. In an ultimatum game, one of two players, the proposer, makes an offer to divide a fixed-sum of money. The other player, the responder, decides whether to accept or reject the offer. When the responder rejects the proposer's offer, neither of the two players receives a reward. Previous work examining the behavior of participants in the truncated ultimatum game employed strategy method in their experimental design. We examined whether these previous findings would be replicated in an experimental design that did not use the strategy method and instead used the standard one-shot game. Seven out of 46 responders given an inequitable offer rejected it, replicating prior results with the strategy method. We further found that subjects who rejected an offer that was involuntary and yet inequitable did not over-attribute intentions to the proposer's involuntary behavior more strongly than did acceptors. These findings strongly suggest that aversion to inequity is the explanation for the subjects' rejection of the inequitable offer.

  7. Defense Mechanisms of Empathetic Players in the Spatial Ultimatum Game

    NASA Astrophysics Data System (ADS)

    Szolnoki, Attila; Perc, Matjaž; Szabó, György

    2012-08-01

    Experiments on the ultimatum game have revealed that humans are remarkably fond of fair play. When asked to share an amount of money, unfair offers are rare and their acceptance rate small. While empathy and spatiality may lead to the evolution of fairness, thus far considered continuous strategies have precluded the observation of solutions that would be driven by pattern formation. Here we introduce a spatial ultimatum game with discrete strategies, and we show that this simple alteration opens the gate to fascinatingly rich dynamical behavior. In addition to mixed stationary states, we report the occurrence of traveling waves and cyclic dominance, where one strategy in the cycle can be an alliance of two strategies. The highly webbed phase diagram, entailing continuous and discontinuous phase transitions, reveals hidden complexity in the pursuit of human fair play.

  8. Proposal Allocation Ratio as a Moderator of Interpersonal Responsibility Effects on Hostile Decision-Making in the Ultimatum Game.

    PubMed

    Gong, Xinyu; Xia, Ling-Xiang; Sun, Yanlin; Guo, Lei; Carpenter, Vanessa C; Fang, Yuan; Chen, Yunli

    2017-01-01

    Interpersonal responsibility is an indigenous Chinese personality construct, which is regarded to have positive social functions. Two studies were designed to explore the relationship among interpersonal responsibility, proposal allocation ratio, and responders' hostile decisions in an ultimatum game. Study 1 was a scenario study using a hypothetical ultimatum game with a valid sample of 551 high school students. Study 2 was an experimental study which recruited 54 undergraduate students to play the incentivized ultimatum game online. The results of the two studies showed a significantly negative correlation between interpersonal responsibility and responders' rejection responses only when the proposal allocation ratio was 3:7. In addition, in Study 2, interpersonal responsibility had negative effects on responders' rejection responses under the offer of 3:7, even after controlling for the Big Five personality traits. Taken together, proposal allocation ratio might moderate the effects of interpersonal responsibility on hostile decision-making in the ultimatum game. The social function of interpersonal responsibility might be beyond the Big Five.

  9. Proposal Allocation Ratio as a Moderator of Interpersonal Responsibility Effects on Hostile Decision-Making in the Ultimatum Game

    PubMed Central

    Gong, Xinyu; Xia, Ling-Xiang; Sun, Yanlin; Guo, Lei; Carpenter, Vanessa C.; Fang, Yuan; Chen, Yunli

    2017-01-01

    Interpersonal responsibility is an indigenous Chinese personality construct, which is regarded to have positive social functions. Two studies were designed to explore the relationship among interpersonal responsibility, proposal allocation ratio, and responders’ hostile decisions in an ultimatum game. Study 1 was a scenario study using a hypothetical ultimatum game with a valid sample of 551 high school students. Study 2 was an experimental study which recruited 54 undergraduate students to play the incentivized ultimatum game online. The results of the two studies showed a significantly negative correlation between interpersonal responsibility and responders’ rejection responses only when the proposal allocation ratio was 3:7. In addition, in Study 2, interpersonal responsibility had negative effects on responders’ rejection responses under the offer of 3:7, even after controlling for the Big Five personality traits. Taken together, proposal allocation ratio might moderate the effects of interpersonal responsibility on hostile decision-making in the ultimatum game. The social function of interpersonal responsibility might be beyond the Big Five. PMID:29184518

  10. Evolution of fairness and coalition formation in three-person ultimatum games.

    PubMed

    Nishimura, Takeshi; Okada, Akira; Shirata, Yasuhiro

    2017-05-07

    We consider the evolution of fairness and coalition formation in a three-person ultimatum game in which the coalition value depends on its size. Traditional game theory, which assumes selfish and rational players, predicts the largest and efficient coalition with a proposer exploiting most of the total value. In a stochastic evolutionary model (the frequency-dependent Moran process with mutations) where players make errors in estimating the payoffs and strategies of others, evolutionary selection favors the formation of a two-person subcoalition under weak selection and in the low mutation limit if and only if its coalition value exceeds a high proportion (0.7) of that of the largest coalition. Proposers offer 30-35% of the subcoalition value to a coalition member, excluding a non-member. Multilateral bargaining is critically different from the bilateral one. Coalition-forming behavior may cause economic inefficiency and social exclusion. Stochastic evolutionary game theory thus provides theoretical support to explain the behavior of human subjects in economic experiments of a three-person ultimatum game. Copyright © 2017 Elsevier Ltd. All rights reserved.

  11. Agency matters! Social preferences in the three-person ultimatum game

    PubMed Central

    Alexopoulos, Johanna; Pfabigan, Daniela M.; Göschl, Florian; Bauer, Herbert; Fischmeister, Florian Ph. S.

    2013-01-01

    In the present study EEG was recorded simultaneously while two participants were playing the three-person ultimatum game (UG). Both participants received different offers from changing proposers about how to split up a certain amount of money between the three players. One of the participants had no say, whereas the other, the responder, was able to harm the payoff of all other players. The aim of the study was to investigate how the outcomes of the respective other are evaluated by participants who were treated fairly or unfairly themselves and to what extent agency influences concerns for fairness. Analyses were focused on the medial frontal negativity (MFN) as an early index for subjective value assignment. Recipients with veto-power exhibited enhanced, more negative-going, MFN amplitudes following proposals that comprised a low share for both recipients, suggesting that responders favored offers with a fair amount to at least one of the two players. Though, the powerless players cared about the amount assigned to the responder, MFN amplitudes were larger following fair compared to unfair offers assigned to the responder. Similarly, concerns for fairness which determined the amplitude of the MFN, suggested that the powerless players exhibited negative and conversely the responders, positive social preferences. PMID:23818878

  12. Agency matters! Social preferences in the three-person ultimatum game.

    PubMed

    Alexopoulos, Johanna; Pfabigan, Daniela M; Göschl, Florian; Bauer, Herbert; Fischmeister, Florian Ph S

    2013-01-01

    In the present study EEG was recorded simultaneously while two participants were playing the three-person ultimatum game (UG). Both participants received different offers from changing proposers about how to split up a certain amount of money between the three players. One of the participants had no say, whereas the other, the responder, was able to harm the payoff of all other players. The aim of the study was to investigate how the outcomes of the respective other are evaluated by participants who were treated fairly or unfairly themselves and to what extent agency influences concerns for fairness. Analyses were focused on the medial frontal negativity (MFN) as an early index for subjective value assignment. Recipients with veto-power exhibited enhanced, more negative-going, MFN amplitudes following proposals that comprised a low share for both recipients, suggesting that responders favored offers with a fair amount to at least one of the two players. Though, the powerless players cared about the amount assigned to the responder, MFN amplitudes were larger following fair compared to unfair offers assigned to the responder. Similarly, concerns for fairness which determined the amplitude of the MFN, suggested that the powerless players exhibited negative and conversely the responders, positive social preferences.

  13. Framing the ultimatum game: the contribution of simulation.

    PubMed

    Tomasino, Barbara; Lotto, Lorella; Sarlo, Michela; Civai, Claudia; Rumiati, Rino; Rumiati, Raffaella I

    2013-01-01

    It has now become widely accepted that economic decisions are influenced by cognitive and emotional processes. In the present study, we aimed at disentangling the neural mechanisms associated with the way in which the information is formulated, i.e., framing effect, in terms of gain or loss, which influences people's decisions. Participants played a fMRI version of the Ultimatum Game (UG) where we manipulated bids through two different frames: the expression "I give you" (gain) focusing on money the respondent would receive if she/he agreed with the proponent, and the expression "I take" (loss) focusing on the money that would be removed from the respondent in the event that she/he accepted the offer. Neuroimaging data revealed a frame by response interaction, showing an increase of neural activity in the right rolandic operculum/insular cortex, the anterior cingulate, among other regions, for accepting the frame "I take" vs. rejecting, as compared to accepting the frame "I give you" vs. rejecting. In addition, the left occipito-temporal junction was activated for "I take" vs. "I give you" for offer 5, corresponding to the equal offer made unpleasant by the presence of the frame "I take," where is the proposer that takes the money. Our data extend the current understanding of the neural substrates of social decision making, by disentangling the structures sensitive to the way in which the information is formulated (i.e., framing effect), in terms of gain or loss.

  14. Testosterone promotes either dominance or submissiveness in the Ultimatum Game depending on players' social rank.

    PubMed

    Inoue, Yukako; Takahashi, Taiki; Burriss, Robert P; Arai, Sakura; Hasegawa, Toshikazu; Yamagishi, Toshio; Kiyonari, Toko

    2017-07-13

    Endogenous testosterone promotes behaviours intended to enhance social dominance. However, recent research suggests that testosterone enhances strategic social behaviour rather than dominance seeking behaviour. This possibility has not been tested in a population whose members are known to vary in social status. Here, we explored the relationship between pre-existing social status and salivary testosterone level among members of a rugby team at a Japanese university, where a strong seniority norm maintains hierarchical relationships. Participants played a series of one-shot Ultimatum Games (UG) both as proposer and responder. Opponents were anonymised but of known seniority. We analysed participants' acquiescence (how much more they offered beyond the lowest offer they would accept). The results showed that, among the most senior participants, higher testosterone was associated with lower acquiescence. Conversely, higher testosterone among the lower-status participants was associated with higher acquiescence. Our results suggest that testosterone may enhance socially dominant behaviour among high-status persons, but strategic submission to seniority among lower-status persons.

  15. Testosterone administration does not affect men's rejections of low ultimatum game offers or aggressive mood.

    PubMed

    Cueva, Carlos; Roberts, R Edward; Spencer, Tom J; Rani, Nisha; Tempest, Michelle; Tobler, Philippe N; Herbert, Joe; Rustichini, Aldo

    2017-01-01

    Correlative evidence suggests that testosterone promotes dominance and aggression. However, causal evidence is scarce and offers mixed results. To investigate this relationship, we administered testosterone for 48h to 41 healthy young adult men in a within-subjects, double-blind placebo-controlled balanced crossover design. Subjects played the role of responders in an ultimatum game, where rejecting a low offer is costly, but serves to destroy the proposer's profit. Such action can hence be interpreted as non-physical aggression in response to social provocation. In addition, subjects completed a self-assessed mood questionnaire. As expected, self-reported aggressiveness was a key predictor of ultimatum game rejections. However, while testosterone affected subjective ratings of feeling energetic and interested, our evidence strongly suggests that testosterone had no effect on ultimatum game rejections or on aggressive mood. Our findings illustrate the importance of using causal interventions to assess correlative evidence. Copyright © 2016. Published by Elsevier Inc.

  16. Neural substrates underlying the tendency to accept anger-infused ultimatum offers during dynamic social interactions.

    PubMed

    Gilam, Gadi; Lin, Tamar; Raz, Gal; Azrielant, Shir; Fruchter, Eyal; Ariely, Dan; Hendler, Talma

    2015-10-15

    In managing our way through interpersonal conflict, anger might be crucial in determining whether the dispute escalates to aggressive behaviors or resolves cooperatively. The Ultimatum Game (UG) is a social decision-making paradigm that provides a framework for studying interpersonal conflict over division of monetary resources. Unfair monetary UG-offers elicit anger and while accepting them engages regulatory processes, rejecting them is regarded as an aggressive retribution. Ventro-medial prefrontal-cortex (vmPFC) activity has been shown to relate to idiosyncratic tendencies in accepting unfair offers possibly through its role in emotion regulation. Nevertheless, standard UG paradigms lack fundamental aspects of real-life social interactions in which one reacts to other people in a response contingent fashion. To uncover the neural substrates underlying the tendency to accept anger-infused ultimatum offers during dynamic social interactions, we incorporated on-line verbal negotiations with an obnoxious partner in a repeated-UG during fMRI scanning. We hypothesized that vmPFC activity will differentiate between individuals with high or low monetary gains accumulated throughout the game and reflect a divergence in the associated emotional experience. We found that as individuals gained more money, they reported less anger but also more positive feelings and had slower sympathetic response. In addition, high-gain individuals had increased vmPFC activity, but also decreased brainstem activity, which possibly reflected the locus coeruleus. During the more angering unfair offers, these individuals had increased dorsal-posterior Insula (dpI) activity which functionally coupled to the medial-thalamus (mT). Finally, both vmPFC activity and dpI-mT connectivity contributed to increased gain, possibly by modulating the ongoing subjective emotional experience. These ecologically valid findings point towards a neural mechanism that might nurture pro-social interactions by

  17. More equal than others: Equity norms as an integration of cognitive heuristics and contextual cues in bargaining games.

    PubMed

    Civai, Claudia; Rumiati, Raffaella Ida; Rustichini, Aldo

    2013-09-01

    Behavior in one-shot bargaining games, like the Ultimatum Game (UG), has been interpreted as an expression of social preferences, such as inequity aversion and negative reciprocity; however, the traditional UG design limits the range of possible psychological interpretation of the results. Here, we employed three different designs for ultimatum games, finding support for a more comprehensive theory: behavior is driven by cognitive factors implementing rules such as equal splitting, speaking up for the idea that equity works as a cognitive heuristic, applicable when the environment provides no reason to behave otherwise. Instead subjects deviate from this rule when environment changes, as, for instance, when personal interest is at stake. Results show that behavior varies systematically with contextual cues, balancing the self-interest with the automatic application of the equity heuristic. Thus, the context suggests the rule to be applied in a specific situation. Copyright © 2013 Elsevier B.V. All rights reserved.

  18. Evolution of fairness in the one-shot anonymous Ultimatum Game

    PubMed Central

    Rand, David G.; Tarnita, Corina E.; Ohtsuki, Hisashi; Nowak, Martin A.

    2013-01-01

    Classical economic models assume that people are fully rational and selfish, while experiments often point to different conclusions. A canonical example is the Ultimatum Game: one player proposes a division of a sum of money between herself and a second player, who either accepts or rejects. Based on rational self-interest, responders should accept any nonzero offer and proposers should offer the smallest possible amount. Traditional, deterministic models of evolutionary game theory agree: in the one-shot anonymous Ultimatum Game, natural selection favors low offers and demands. Experiments instead show a preference for fairness: often responders reject low offers and proposers make higher offers than needed to avoid rejection. Here we show that using stochastic evolutionary game theory, where agents make mistakes when judging the payoffs and strategies of others, natural selection favors fairness. Across a range of parameters, the average strategy matches the observed behavior: proposers offer between 30% and 50%, and responders demand between 25% and 40%. Rejecting low offers increases relative payoff in pairwise competition between two strategies and is favored when selection is sufficiently weak. Offering more than you demand increases payoff when many strategies are present simultaneously and is favored when mutation is sufficiently high. We also perform a behavioral experiment and find empirical support for these theoretical findings: uncertainty about the success of others is associated with higher demands and offers; and inconsistency in the behavior of others is associated with higher offers but not predictive of demands. In an uncertain world, fairness finishes first. PMID:23341593

  19. Evolution of fairness in the one-shot anonymous Ultimatum Game.

    PubMed

    Rand, David G; Tarnita, Corina E; Ohtsuki, Hisashi; Nowak, Martin A

    2013-02-12

    Classical economic models assume that people are fully rational and selfish, while experiments often point to different conclusions. A canonical example is the Ultimatum Game: one player proposes a division of a sum of money between herself and a second player, who either accepts or rejects. Based on rational self-interest, responders should accept any nonzero offer and proposers should offer the smallest possible amount. Traditional, deterministic models of evolutionary game theory agree: in the one-shot anonymous Ultimatum Game, natural selection favors low offers and demands. Experiments instead show a preference for fairness: often responders reject low offers and proposers make higher offers than needed to avoid rejection. Here we show that using stochastic evolutionary game theory, where agents make mistakes when judging the payoffs and strategies of others, natural selection favors fairness. Across a range of parameters, the average strategy matches the observed behavior: proposers offer between 30% and 50%, and responders demand between 25% and 40%. Rejecting low offers increases relative payoff in pairwise competition between two strategies and is favored when selection is sufficiently weak. Offering more than you demand increases payoff when many strategies are present simultaneously and is favored when mutation is sufficiently high. We also perform a behavioral experiment and find empirical support for these theoretical findings: uncertainty about the success of others is associated with higher demands and offers; and inconsistency in the behavior of others is associated with higher offers but not predictive of demands. In an uncertain world, fairness finishes first.

  20. The effect of the topology on the spatial ultimatum game

    NASA Astrophysics Data System (ADS)

    Kuperman, M. N.; Risau-Gusman, S.

    2008-03-01

    In this work we present an analysis of a spatially non homogeneous ultimatum game. By considering different underlying topologies as substrates on top of which the game takes place we obtain nontrivial behaviors for the evolution of the strategies of the players. We analyze separately the effect of the size of the neighborhood and the spatial structure. Whereas this last effect is the most significant one, we show that even for disordered networks and provided the neighborhood of each site is small, the results can be significantly different from those obtained in the case of fully connected networks.

  1. Differences in Social Decision-Making between Proposers and Responders during the Ultimatum Game: An EEG Study.

    PubMed

    Horat, Sibylle K; Prévot, Anne; Richiardi, Jonas; Herrmann, François R; Favre, Grégoire; Merlo, Marco C G; Missonnier, Pascal

    2017-01-01

    The Ultimatum Game (UG) is a typical paradigm to investigate social decision-making. Although the behavior of humans in this task is already well established, the underlying brain processes remain poorly understood. Previous investigations using event-related potentials (ERPs) revealed three major components related to cognitive processes in participants engaged in the responder condition, the early ERP component P2, the feedback-related negativity (FRN) and a late positive wave (late positive component, LPC). However, the comparison of the ERP waveforms between the responder and proposer conditions has never been studied. Therefore, to investigate condition-related electrophysiological changes, we applied the UG paradigm and compared parameters of the P2, LPC and FRN components in twenty healthy participants. For the responder condition, we found a significantly decreased amplitude and delayed latency for the P2 component, whereas the mean amplitudes of the LPC and FRN increased compared to the proposer condition. Additionally, the proposer condition elicited an early component consisting of a negative deflection around 190 ms, in the upward slope of the P2, probably as a result of early conflict-related processing. Using independent component analysis (ICA), we extracted one functional component time-locked to this deflection, and with source reconstruction (LAURA) we found the anterior cingulate cortex (ACC) as one of the underlying sources. Overall, our findings indicate that intensity and time-course of neuronal systems engaged in the decision-making processes diverge between both UG conditions, suggesting differential cognitive processes. Understanding the electrophysiological bases of decision-making and social interactions in controls could be useful to further detect which steps are impaired in psychiatric patients in their ability to attribute mental states (such as beliefs, intents, or desires) to oneself and others. This ability is called mentalizing

  2. The undermining effect of facial attractiveness on brain responses to fairness in the Ultimatum Game: an ERP study

    PubMed Central

    Ma, Qingguo; Hu, Yue; Jiang, Shushu; Meng, Liang

    2015-01-01

    To investigate the time course of the neural processing of facial attractiveness and its influence on fairness consideration during social interactions, event-related potentials (ERP) were recorded from 21 male subjects performing a two-person Ultimatum Game (UG). During this bargaining game, the male subjects played responders who decided whether to accept offers from female proposers, whose facial images (grouped as “attractive” and “unattractive”) were presented prior to the offer presentation. The behavioral data demonstrated that the acceptance ratio increased with the fairness level of the offers and, more importantly, the subjects were more likely to accept unfair offers when presented with the attractive-face condition compared with the unattractive-face condition. The reaction times (RTs) for five offers (1:9, 2:8, 3:7, 4:6, and 5:5) in the unattractive-face condition were not significantly different. In contrast, the subjects reacted slower to the attractive proposers' unfair offers and quicker to fair offers. The ERP analysis of the face presentation demonstrated a decreased early negativity (N2) and enhanced late positive potentials (LPPs) elicited by the attractive faces compared with the unattractive faces. In addition, the feedback-related negativity (FRN) in response to an offer presentation was not significantly different for the unfair (1:9 and 2:8) and fair (4:6 and 5:5) offers in the attractive-face condition. However, the unfair offers generated larger FRNs compared with the fair offers in the unattractive-face condition (consistent with prior studies). A similar effect was identified for P300. The present study demonstrated an undermining effect of proposer facial attractiveness on responder consideration of offer fairness during the UG. PMID:25805967

  3. Heartbeat and economic decisions: observing mental stress among proposers and responders in the ultimatum bargaining game.

    PubMed

    Dulleck, Uwe; Schaffner, Markus; Torgler, Benno

    2014-01-01

    The ultimatum bargaining game (UBG), a widely used method in experimental economics, clearly demonstrates that motives other than pure monetary reward play a role in human economic decision making. In this study, we explore the behaviour and physiological reactions of both responders and proposers in an ultimatum bargaining game using heart rate variability (HRV), a small and nonintrusive technology that allows observation of both sides of an interaction in a normal experimental economics laboratory environment. We find that low offers by a proposer cause signs of mental stress in both the proposer and the responder; that is, both exhibit high ratios of low to high frequency activity in the HRV spectrum.

  4. Adaptive role switching promotes fairness in networked ultimatum game.

    PubMed

    Wu, Te; Fu, Feng; Zhang, Yanling; Wang, Long

    2013-01-01

    In recent years, mechanisms favoring fair split in the ultimatum game have attracted growing interests because of its practical implications for international bargains. In this game, two players are randomly assigned two different roles respectively to split an offer: the proposer suggests how to split and the responder decides whether or not to accept it. Only when both agree is the offer successfully split; otherwise both get nothing. It is of importance and interest to break the symmetry in role assignment especially when the game is repeatedly played in a heterogeneous population. Here we consider an adaptive role assignment: whenever the split fails, the two players switch their roles probabilistically. The results show that this simple feedback mechanism proves much more effective at promoting fairness than other alternatives (where, for example, the role assignment is based on the number of neighbors).

  5. Rational Constraints and the Evolution of Fairness in the Ultimatum Game.

    PubMed

    Tomlin, Damon

    2015-01-01

    Behavior in the Ultimatum Game has been well-studied experimentally, and provides a marked contrast between the theoretical model of a self-interested economic agent and that of an actual human concerned with social norms such as fairness. How did such norms evolve, when punishing unfair behavior can be costly to the punishing agent? The work described here simulated a series of Ultimatum Games, in which populations of agents earned resources based on their preferences for proposing and accepting (or rejecting) offers of various sizes. Two different systems governing the acceptance or rejection of offers were implemented. Under one system, the probability that an agent accepted an offer of a given size was independent of the probabilities of accepting the other possible offers. Under the other system, a simple, ordinal constraint was placed on the acceptance probabilities such that a given offer was at least as likely to be accepted as a smaller offer. For simulations under either system, agents' preferences and their corresponding behavior evolved over multiple generations. Populations without the ordinal constraint came to emulate maximizing economic agents, while populations with the constraint came to resemble the behavior of human players.

  6. Accuracy in strategy imitations promotes the evolution of fairness in the spatial ultimatum game

    NASA Astrophysics Data System (ADS)

    Szolnoki, Attila; Perc, Matjaž; Szabó, György

    2012-10-01

    Spatial structure has a profound effect on the outcome of evolutionary games. In the ultimatum game, it leads to the dominance of much fairer players than those predicted to evolve in well-mixed settings. Here we show that spatiality leads to fair ultimatums only if the intervals from which the players are able to choose how much to offer and how little to accept are sufficiently fine-grained. Small sets of discrete strategies lead to the stable coexistence of the two most rational strategies in the set, while larger sets lead to the dominance of a single yet not necessarily the fairest strategy. The fairest outcome is obtained for the most accurate strategy imitation, that is in the limit of a continuous strategy set. Having a multitude of choices is thus crucial for the evolution of fairness, but not necessary for the evolution of empathy.

  7. Effect of network topology on the evolutionary ultimatum game based on the net-profit decision

    NASA Astrophysics Data System (ADS)

    Ye, Shun-Qiang; Wang, Lu; Jones, Michael C.; Ye, Ye; Wang, Meng; Xie, Neng-Gang

    2016-04-01

    The ubiquity of altruist behavior amongst humans has long been a significant puzzle in the social sciences. Ultimatum game has proved to be a useful tool for explaining altruistic behavior among selfish individuals. In an ultimatum game where alternating roles exist, we suppose that players make their decisions based on the net profit of their own. In this paper, we specify a player's strategy with two parameters: offer level α ∈ [ 0,1) and net profit acceptance level β ∈ [ - 1,1). By Monte Carlo simulation, we analyze separately the effect of the size of the neighborhood, the small-world property and the heterogeneity of the degree distributions of the networks. Results show that compared with results observed for homogeneous networks, heterogeneous networks lead to more rational outcomes. Moreover, network structure has no effect on the evolution of kindness level, so moderate kindness is adaptable to any social groups and organizations.

  8. The neural basis of economic decision-making in the Ultimatum Game.

    PubMed

    Sanfey, Alan G; Rilling, James K; Aronson, Jessica A; Nystrom, Leigh E; Cohen, Jonathan D

    2003-06-13

    The nascent field of neuroeconomics seeks to ground economic decision making in the biological substrate of the brain. We used functional magnetic resonance imaging of Ultimatum Game players to investigate neural substrates of cognitive and emotional processes involved in economic decision-making. In this game, two players split a sum of money;one player proposes a division and the other can accept or reject this. We scanned players as they responded to fair and unfair proposals. Unfair offers elicited activity in brain areas related to both emotion (anterior insula) and cognition (dorsolateral prefrontal cortex). Further, significantly heightened activity in anterior insula for rejected unfair offers suggests an important role for emotions in decision-making.

  9. The Neural Basis of Economic Decision-Making in the Ultimatum Game

    NASA Astrophysics Data System (ADS)

    Sanfey, Alan G.; Rilling, James K.; Aronson, Jessica A.; Nystrom, Leigh E.; Cohen, Jonathan D.

    2003-06-01

    The nascent field of neuroeconomics seeks to ground economic decision- making in the biological substrate of the brain. We used functional magnetic resonance imaging of Ultimatum Game players to investigate neural substrates of cognitive and emotional processes involved in economic decision-making. In this game, two players split a sum of money; one player proposes a division and the other can accept or reject this. We scanned players as they responded to fair and unfair proposals. Unfair offers elicited activity in brain areas related to both emotion (anterior insula) and cognition (dorsolateral prefrontal cortex). Further, significantly heightened activity in anterior insula for rejected unfair offers suggests an important role for emotions in decision-making.

  10. Digit ratio (2D : 4D) moderates the impact of sexual cues on men's decisions in ultimatum games

    PubMed Central

    Van den Bergh, Bram; Dewitte, Siegfried

    2006-01-01

    Three experimental studies demonstrate that ‘sex-related cues’ impact human decision-making in ultimatum games. In the ultimatum game, two individuals divide a sum of money. The proposer offers a portion of the money to the other player, the responder. If the responder accepts the offer, the money is distributed in agreement with the proposer's offer. If the responder rejects the offer, neither player receives anything. Our studies show that exposure to pictures of sexy women or lingerie increases the likelihood of accepting unfair offers. Digit ratios of responders are reliably associated with their behaviour: males with lower digit ratios are more likely to reject an unfair split in neutral contexts, but more likely to accept unfair offers in sex-related contexts. PMID:16846918

  11. Rational maximizing by humans (Homo sapiens) in an ultimatum game.

    PubMed

    Smith, Phillip; Silberberg, Alan

    2010-07-01

    In the human mini-ultimatum game, a proposer splits a sum of money with a responder. If the responder accepts, both are paid. If not, neither is paid. Typically, responders reject inequitable distributions, favoring punishing over maximizing. In Jensen et al.'s (Science 318:107-109, 2007) adaptation with apes, a proposer selects between two distributions of raisins. Despite inequitable offers, responders often accept, thereby maximizing. The rejection response differs between the human and ape versions of this game. For humans, rejection is instantaneous; for apes, it requires 1 min of inaction. We replicate Jensen et al.'s procedure in humans with money. When waiting 1 min to reject, humans favor punishing over maximizing; however, when rejection requires 5 min of inaction, humans, like apes, maximize. If species differences in time horizons are accommodated, Jensen et al.'s ape data are reproducible in humans.

  12. Interoception drives increased rational decision-making in meditators playing the ultimatum game.

    PubMed

    Kirk, Ulrich; Downar, Jonathan; Montague, P Read

    2011-01-01

    Human decision-making is often conceptualized as a competition between cognitive and emotional processes in the brain. Deviations from rational processes are believed to derive from inclusion of emotional factors in decision-making. Here, we investigate whether experienced Buddhist meditators are better equipped to regulate emotional processes compared with controls during economic decision-making in the Ultimatum Game. We show that meditators accept unfair offers on more than half of the trials, whereas controls only accept unfair offers on one-quarter of the trials. By applying fMRI we show that controls recruit the anterior insula during unfair offers. Such responses are powerful predictors of rejecting offers in social interaction. By contrast, meditators display attenuated activity in high-level emotional representations of the anterior insula and increased activity in the low-level interoceptive representations of the posterior insula. In addition we show that a subset of control participants who play rationally (i.e., accepts >85% unfair offers) recruits the dorsolateral prefrontal cortex presumably reflecting increased cognitive demands, whereas rational meditators by contrast display elevated activity in the somatosensory cortex and posterior superior temporal cortex. In summary, when assessing unfairness in the Ultimatum Game, meditators activate a different network of brain areas compared with controls enabling them to uncouple negative emotional reactions from their behavior. These findings highlight the clinically and socially important possibility that sustained training in mindfulness meditation may impact distinct domains of human decision-making.

  13. Genetic variation in serotonin function impacts on altruistic punishment in the ultimatum game: A longitudinal approach.

    PubMed

    Gärtner, Anne; Strobel, Alexander; Reif, Andreas; Lesch, Klaus-Peter; Enge, Sören

    2018-05-30

    Growing evidence demonstrates that the serotonin system influences punishment behavior in social decision-making and that individual differences in the propensity to punish are, at least in part, due to genetic variation. However, the specific genes and their mechanisms by which they influence punishment behavior are not yet fully characterized. Here, we examined whether serotonin system-related gene variation impacts on altruistic punishment in the ultimatum game by using a longitudinal approach with three time points, covering a time frame up to four months in young adults (N = 106). Specifically, we investigated additive effects of 5-HTTLPR and TPH2 G-703T genotypes by using a composite score. This composite score was significantly associated with altruistic punishment, with individuals carrying both the S-allele and the G-allele demonstrating less punishment behavior. The results suggest that serotonin system-related gene variation contributes to individual differences in altruistic punishment. Furthermore, comparably high test-retest correlations suggest that punishment behavior in the ultimatum game represents a relatively stable, trait-like behavior. Copyright © 2018 Elsevier Inc. All rights reserved.

  14. When More Is Better – Consumption Priming Decreases Responders’ Rejections in the Ultimatum Game

    PubMed Central

    Zürn, Michael; Strack, Fritz

    2017-01-01

    During the past decades, economic theories of rational choice have been exposed to outcomes that were severe challenges to their claim of universal validity. For example, traditional theories cannot account for refusals to cooperate if cooperation would result in higher payoffs. A prominent illustration are responders’ rejections of positive but unequal payoffs in the Ultimatum Game. To accommodate this anomaly in a rational framework one needs to assume both a preference for higher payoffs and a preference for equal payoffs. The current set of studies shows that the relative weight of these preference components depends on external conditions and that consumption priming may decrease responders’ rejections of unequal payoffs. Specifically, we demonstrate that increasing the accessibility of consumption-related information accentuates the preference for higher payoffs. Furthermore, consumption priming increased responders’ reaction times for unequal payoffs which suggests an increased conflict between both preference components. While these results may also be integrated into existing social preference models, we try to identify some basic psychological processes underlying economic decision making. Going beyond the Ultimatum Game, we propose that a distinction between comparative and deductive evaluations may provide a more general framework to account for various anomalies in behavioral economics. PMID:29326637

  15. Hello handsome! Male's facial attractiveness gives rise to female's fairness bias in Ultimatum Game scenarios—An ERP study

    PubMed Central

    2017-01-01

    The current study delineated how male proposers’ facial attractiveness affect female responders’ fairness considerations and their subsequent decision outcome during the Ultimatum Game (UG). Event Related Potentials (ERPs) were recorded from 17 female subjects, who played the role as responders and had to decide whether to accept offers from either attractive or unattractive male proposers. Behavioral data (Acceptance Ratio and Response time) revealed that, more offers were accepted from attractive-face conditions; subjects typically responded quicker to unfair offers from unattractive proposers as compared with slower to unfair offers from attractive proposers. The ERP data demonstrated similar N2 amplitudes elicited by both attractive and unattractive faces, and a larger early frontal LPP elicited by the attractive faces compared with unattractive ones, but no significant differences of both late posterior LPP and typical parietal LPP amplitudes were observed between these two face conditions, which was different from our previous study with similar paradigm but male participants. The results suggest that, in comparison to males, females might not experience the potential attention bias towards unattractive opposite-sex faces and are less likely to possess an enhanced processing and evaluation of those faces. This phenomenon might be explained by endogenous gender differences in mate preference. The feedback-related negativity (FRN) and P300 responses during an offer presentation were further measured in both attractive-face and unattractive-face conditions and the results demonstrated that the amplitudes elicited by fair and unfair offers were not statistically different in the former condition, but were different in the latter condition. More specifically, unfair offers generated larger FRN and smaller P300 than fair ones in the unattractive-face condition. Findings suggest that, although females tend to possess less salient evaluation of male’s facial

  16. Hello handsome! Male's facial attractiveness gives rise to female's fairness bias in Ultimatum Game scenarios-An ERP study.

    PubMed

    Ma, Qingguo; Qian, Da; Hu, Linfeng; Wang, Lei

    2017-01-01

    The current study delineated how male proposers' facial attractiveness affect female responders' fairness considerations and their subsequent decision outcome during the Ultimatum Game (UG). Event Related Potentials (ERPs) were recorded from 17 female subjects, who played the role as responders and had to decide whether to accept offers from either attractive or unattractive male proposers. Behavioral data (Acceptance Ratio and Response time) revealed that, more offers were accepted from attractive-face conditions; subjects typically responded quicker to unfair offers from unattractive proposers as compared with slower to unfair offers from attractive proposers. The ERP data demonstrated similar N2 amplitudes elicited by both attractive and unattractive faces, and a larger early frontal LPP elicited by the attractive faces compared with unattractive ones, but no significant differences of both late posterior LPP and typical parietal LPP amplitudes were observed between these two face conditions, which was different from our previous study with similar paradigm but male participants. The results suggest that, in comparison to males, females might not experience the potential attention bias towards unattractive opposite-sex faces and are less likely to possess an enhanced processing and evaluation of those faces. This phenomenon might be explained by endogenous gender differences in mate preference. The feedback-related negativity (FRN) and P300 responses during an offer presentation were further measured in both attractive-face and unattractive-face conditions and the results demonstrated that the amplitudes elicited by fair and unfair offers were not statistically different in the former condition, but were different in the latter condition. More specifically, unfair offers generated larger FRN and smaller P300 than fair ones in the unattractive-face condition. Findings suggest that, although females tend to possess less salient evaluation of male's facial

  17. Beauty matters: social preferences in a three-person ultimatum game.

    PubMed

    Ma, Qingguo; Hu, Yue

    2015-01-01

    Preference for beauty is human nature, as previous behavior studies have supported the notion of "beauty premium" in which attractive people were more easily to get promoted and receive higher salaries. In the present study, 29 males were recruited to participate in a three-person ultimatum game (UG) including a proposer, a responder and a powerless third player. Each subject, playing as the responder, had to decide whether to accept an offer from the allocator both for himself and a female third person. We aimed to elucidate how the facial attractiveness of the female subject affected the male subjects' fairness and decision-making in social exchanges. Frontal feedback-related negativity (FRN) in response to four offers in an attractive-face condition revealed no significant differences between offers; however, when the companion was an unattractive female, an "unfair/fair" offer, which assigned a lower share to the responder and a fair share to the third player, elicited the largest FRN. Furthermore, when the third player was offered the smallest amount ("fair/unfair" offer), a larger FRN was generated in an attractive-face condition than unattractive-face condition. In the "unfair/fair" offer condition in which subjects received a smaller allocation than the third person, the beauty of their female counterparts attenuated subjects' aversion to inequality, resulting in a less negative FRN in the frontal region and an increased acceptance ratio. However, the influence of the third player's facial attractiveness only affected the early evaluation stage: late P300 was found to be immune to the "beauty premium". Under the two face conditions, P300 was smallest following an "unfair/fair" offer, whereas the amplitudes in the other three offer conditions exhibited no significant differences. In addition, the differentiated neural features of processing facial attractiveness were also determined and indexed by four event-related potentials (ERP) components: N170, frontal

  18. Beauty Matters: Social Preferences in a Three-Person Ultimatum Game

    PubMed Central

    2015-01-01

    Preference for beauty is human nature, as previous behavior studies have supported the notion of “beauty premium” in which attractive people were more easily to get promoted and receive higher salaries. In the present study, 29 males were recruited to participate in a three-person ultimatum game (UG) including a proposer, a responder and a powerless third player. Each subject, playing as the responder, had to decide whether to accept an offer from the allocator both for himself and a female third person. We aimed to elucidate how the facial attractiveness of the female subject affected the male subjects’ fairness and decision-making in social exchanges. Frontal feedback-related negativity (FRN) in response to four offers in an attractive-face condition revealed no significant differences between offers; however, when the companion was an unattractive female, an “unfair/fair” offer, which assigned a lower share to the responder and a fair share to the third player, elicited the largest FRN. Furthermore, when the third player was offered the smallest amount (“fair/unfair” offer), a larger FRN was generated in an attractive-face condition than unattractive-face condition. In the “unfair/fair” offer condition in which subjects received a smaller allocation than the third person, the beauty of their female counterparts attenuated subjects’ aversion to inequality, resulting in a less negative FRN in the frontal region and an increased acceptance ratio. However, the influence of the third player’s facial attractiveness only affected the early evaluation stage: late P300 was found to be immune to the “beauty premium”. Under the two face conditions, P300 was smallest following an “unfair/fair” offer, whereas the amplitudes in the other three offer conditions exhibited no significant differences. In addition, the differentiated neural features of processing facial attractiveness were also determined and indexed by four event-related potentials

  19. Testosterone administration decreases generosity in the ultimatum game.

    PubMed

    Zak, Paul J; Kurzban, Robert; Ahmadi, Sheila; Swerdloff, Ronald S; Park, Jang; Efremidze, Levan; Redwine, Karen; Morgan, Karla; Matzner, William

    2009-12-16

    How do human beings decide when to be selfish or selfless? In this study, we gave testosterone to 25 men to establish its impact on prosocial behaviors in a double-blind within-subjects design. We also confirmed participants' testosterone levels before and after treatment through blood draws. Using the Ultimatum Game from behavioral economics, we find that men with artificially raised T, compared to themselves on placebo, were 27% less generous towards strangers with money they controlled (95% CI placebo: (1.70, 2.72); 95% CI T: (.98, 2.30)). This effect scales with a man's level of total-, free-, and dihydro-testosterone (DHT). Men in the lowest decile of DHT were 560% more generous than men in the highest decile of DHT. We also found that men with elevated testosterone were more likely to use their own money punish those who were ungenerous toward them. Our results continue to hold after controlling for altruism. We conclude that elevated testosterone causes men to behave antisocially.

  20. Testosterone Administration Decreases Generosity in the Ultimatum Game

    PubMed Central

    Zak, Paul J.; Kurzban, Robert; Ahmadi, Sheila; Swerdloff, Ronald S.; Park, Jang; Efremidze, Levan; Redwine, Karen; Morgan, Karla; Matzner, William

    2009-01-01

    How do human beings decide when to be selfish or selfless? In this study, we gave testosterone to 25 men to establish its impact on prosocial behaviors in a double-blind within-subjects design. We also confirmed participants' testosterone levels before and after treatment through blood draws. Using the Ultimatum Game from behavioral economics, we find that men with artificially raised T, compared to themselves on placebo, were 27% less generous towards strangers with money they controlled (95% CI placebo: (1.70, 2.72); 95% CI T: (.98, 2.30)). This effect scales with a man's level of total-, free-, and dihydro-testosterone (DHT). Men in the lowest decile of DHT were 560% more generous than men in the highest decile of DHT. We also found that men with elevated testosterone were more likely to use their own money punish those who were ungenerous toward them. Our results continue to hold after controlling for altruism. We conclude that elevated testosterone causes men to behave antisocially. PMID:20016825

  1. Counterfactual comparison modulates fairness consideration in the mini-ultimatum game: an event-related potentials study.

    PubMed

    Liang, Jiafeng; Lin, Huiyan; Xiang, Jing; Wu, Hao; Li, Xu; Liang, Hongyu; Zheng, Xue

    2015-04-01

    Existing literature on the mini-ultimatum game indicates that counterfactual comparison between chosen and unchosen alternatives is of great importance for individual's fairness consideration. However, it is still unclear how counterfactual comparison influences the electrophysiological responses to unfair chosen offers. In conjunction with event-related potentials' (ERPs) technique, the current study aimed to explore the issue by employing a modified version of the mini-ultimatum game where a fixed set of two alternatives (unfair offer vs. fair alternative, unfair vs. hyperfair alternative, unfair offer vs. hyperunfair alternative) was presented before the chosen offer. The behavioral results showed that participants were more likely to accept unfair chosen offers when the unchosen alternative was hyperunfair than when the unchosen alternative was fair or hyperfair. The ERPs results showed that the feedback-related negativity (FRN) elicited by unfair chosen offers was insensitive to the type of unchosen alternative when correcting for possible overlap with other components. In contrast, unfair chosen offers elicited larger P300 amplitudes when the unchosen alternative was hyperunfair than when the unchosen alternative was fair or hyperfair. These findings suggest that counterfactual comparison may take effect at later stages of fairness consideration as reflected by the P300. © 2015 Scandinavian Psychological Associations and John Wiley & Sons Ltd.

  2. Cortical thickness of the dorsolateral prefrontal cortex predicts strategic choices in economic games.

    PubMed

    Yamagishi, Toshio; Takagishi, Haruto; Fermin, Alan de Souza Rodrigues; Kanai, Ryota; Li, Yang; Matsumoto, Yoshie

    2016-05-17

    Human prosociality has been traditionally explained in the social sciences in terms of internalized social norms. Recent neuroscientific studies extended this traditional view of human prosociality by providing evidence that prosocial choices in economic games require cognitive control of the impulsive pursuit of self-interest. However, this view is challenged by an intuitive prosociality view emphasizing the spontaneous and heuristic basis of prosocial choices in economic games. We assessed the brain structure of 411 players of an ultimatum game (UG) and a dictator game (DG) and measured the strategic reasoning ability of 386. According to the reflective norm-enforcement view of prosociality, only those capable of strategically controlling their selfish impulses give a fair share in the UG, but cognitive control capability should not affect behavior in the DG. Conversely, we support the intuitive prosociality view by showing for the first time, to our knowledge, that strategic reasoning and cortical thickness of the dorsolateral prefrontal cortex were not related to giving in the UG but were negatively related to giving in the DG. This implies that the uncontrolled choice in the DG is prosocial rather than selfish, and those who have a thicker dorsolateral prefrontal cortex and are capable of strategic reasoning (goal-directed use of the theory of mind) control this intuitive drive for prosociality as a means to maximize reward when there are no future implications of choices.

  3. Ethics and Economics in International Business Education: A Comparison of Kuwaiti and U.S. Students Using an Ultimatum Game Scenario

    ERIC Educational Resources Information Center

    Wittmer, Dennis; Al-Kazemi, Ali

    2013-01-01

    In the past 20 years a body of research in behavioral and experimental economics has challenged classical economic theory. Yet, this body of research seems relatively unknown in business education. One behavioral test with implications for international business education has been the use of ultimatum games, which has more recently expanded to…

  4. Emotions and Strategic Behaviour: The Case of the Ultimatum Game.

    PubMed

    Tamarit, Ignacio; Sánchez, Angel

    2016-01-01

    Human behaviour in economic interactions has attracted an increasing amount of attention over the last decades. The economic assumption that people would behave focusing on their own material self-interest was proved incomplete, once the empirical evidence consistently showed that many other motives may influence such behaviour. Therefore, models that can incorporate rational decision process as well as other intervening factors are a key issue to both understand the observations from economic experiments and to apply the lessons learned from them. In this paper, we incorporate the influence of emotions to the utility function in an explicit manner, using the Ultimatum Game as a case study. Our model is amenable to analytical study, and is connected with the Circumplex model of emotions and with Kahneman's two-system theory. The simplicity of the model allows to obtain predictions for the offers and acceptance thresholds. We study two specific examples, when the model parameters are distributed uniformly or normally, and show that in the latter case the results are already qualitatively correct. Although this work can be considered as a first approach, it includes what we believe are the main stylized facts, is able to qualitatively reproduce experimental results in a very simple manner, and can be straightforwardly extended to other games.

  5. Emotions and Strategic Behaviour: The Case of the Ultimatum Game

    PubMed Central

    Sánchez, Angel

    2016-01-01

    Human behaviour in economic interactions has attracted an increasing amount of attention over the last decades. The economic assumption that people would behave focusing on their own material self-interest was proved incomplete, once the empirical evidence consistently showed that many other motives may influence such behaviour. Therefore, models that can incorporate rational decision process as well as other intervening factors are a key issue to both understand the observations from economic experiments and to apply the lessons learned from them. In this paper, we incorporate the influence of emotions to the utility function in an explicit manner, using the Ultimatum Game as a case study. Our model is amenable to analytical study, and is connected with the Circumplex model of emotions and with Kahneman’s two-system theory. The simplicity of the model allows to obtain predictions for the offers and acceptance thresholds. We study two specific examples, when the model parameters are distributed uniformly or normally, and show that in the latter case the results are already qualitatively correct. Although this work can be considered as a first approach, it includes what we believe are the main stylized facts, is able to qualitatively reproduce experimental results in a very simple manner, and can be straightforwardly extended to other games. PMID:27385254

  6. Cortical thickness of the dorsolateral prefrontal cortex predicts strategic choices in economic games

    PubMed Central

    Yamagishi, Toshio; Takagishi, Haruto; Fermin, Alan de Souza Rodrigues; Kanai, Ryota; Li, Yang; Matsumoto, Yoshie

    2016-01-01

    Human prosociality has been traditionally explained in the social sciences in terms of internalized social norms. Recent neuroscientific studies extended this traditional view of human prosociality by providing evidence that prosocial choices in economic games require cognitive control of the impulsive pursuit of self-interest. However, this view is challenged by an intuitive prosociality view emphasizing the spontaneous and heuristic basis of prosocial choices in economic games. We assessed the brain structure of 411 players of an ultimatum game (UG) and a dictator game (DG) and measured the strategic reasoning ability of 386. According to the reflective norm-enforcement view of prosociality, only those capable of strategically controlling their selfish impulses give a fair share in the UG, but cognitive control capability should not affect behavior in the DG. Conversely, we support the intuitive prosociality view by showing for the first time, to our knowledge, that strategic reasoning and cortical thickness of the dorsolateral prefrontal cortex were not related to giving in the UG but were negatively related to giving in the DG. This implies that the uncontrolled choice in the DG is prosocial rather than selfish, and those who have a thicker dorsolateral prefrontal cortex and are capable of strategic reasoning (goal-directed use of the theory of mind) control this intuitive drive for prosociality as a means to maximize reward when there are no future implications of choices. PMID:27140622

  7. On feelings as a heuristic for making offers in ultimatum negotiations.

    PubMed

    Stephen, Andrew T; Pham, Michel Tuan

    2008-10-01

    This research examined how reliance on emotional feelings as a heuristic influences how offers are made. Results from three experiments using the ultimatum game show that, compared with proposers who do not rely on their feelings, proposers who rely on their feelings make less generous offers in the standard ultimatum game, more generous offers in a variant of the game allowing responders to make counteroffers, and less generous offers in a dictator game in which no responses are allowed. Reliance on feelings triggers a more literal form of play, whereby proposers focus more on how they feel toward the content of the offers than on how they feel toward the possible outcomes of those offers, as if the offers were the final outcomes. Proposers who rely on their feelings also tend to focus on gist-based construals of the negotiation that capture only the essential aspects of the situation.

  8. The price of racial bias: intergroup negotiations in the ultimatum game.

    PubMed

    Kubota, Jennifer T; Li, Jian; Bar-David, Eyal; Banaji, Mahzarin R; Phelps, Elizabeth A

    2013-12-01

    Existing stereotypes about Black Americans may influence perceptions of intent during financial negotiations. In this study, we explored whether the influence of race on economic decisions extends to choices that are costly to the decision maker. We investigated whether racial group membership contributes to differential likelihood of rejection of objectively equal unfair monetary offers. In the Ultimatum Game, players accept or reject proposed splits of money. Players keep accepted splits, but if a player rejects an offer, both the player and the proposer receive nothing. We found that participants accepted more offers and lower offer amounts from White proposers than from Black proposers, and that this pattern was accentuated for participants with higher implicit race bias. These findings indicate that participants are willing to discriminate against Black proposers even at a cost to their own financial gain.

  9. The Price of Racial Bias: Intergroup Negotiations in the Ultimatum Game

    PubMed Central

    Kubota, Jennifer T.; Li, Jian; Bar-David, Eyal; Banaji, Mahzarin R.; Phelps, Elizabeth A.

    2014-01-01

    Existing stereotypes about Black Americans may influence perceptions of intent during financial negotiations. In this study, we explored whether the influence of race on economic decisions extends to choices that are costly to the decision maker. We investigated whether racial group membership contributes to differential likelihood of rejection of objectively equal unfair monetary offers. In the Ultimatum Game, players accept or reject proposed splits of money. Players keep accepted splits, but if a player rejects an offer, both the player and the proposer receive nothing. We found that participants accepted more offers and lower offer amounts from White proposers than from Black proposers, and that this pattern was accentuated for participants with higher implicit race bias. These findings indicate that participants are willing to discriminate against Black proposers even at a cost to their own financial gain. PMID:24121413

  10. Beliefs and social behavior in a multi-period ultimatum game

    PubMed Central

    Azar, Ofer H.; Lahav, Yaron; Voslinsky, Alisa

    2015-01-01

    We conduct a multi-period ultimatum game in which we elicit players' beliefs. Responders do not predict accurately the amount that will be offered to them, and do not get better in their predictions over time. At the individual level we see some effect of the mistake in expectations in the previous period on the responder's expectation about the offer in the current period, but this effect is relatively small. The proposers' beliefs about the minimum amount that responders will accept is significantly higher than the minimum amount responders believe will be accepted by other responders. The proposer's belief about the minimal acceptable offer does not change following a rejection. Nevertheless, the proposer's offer in the next period does increase following a rejection. The probability of rejection increases when the responder has higher expectations about the amount that will be offered to him or higher beliefs about the minimal amount that other responders will accept. PMID:25762909

  11. Observed Altruism in Dental Students: An Experiment Using the Ultimatum Game.

    PubMed

    Crutchfield, Parker A S; Jarvis, Justin S; Olson, Terry L; Wilson, Matthew S

    2017-11-01

    The conventional wisdom in dental and medical education is that dental and medical students experience "ethical erosion" over the duration of dental and medical school. There is some evidence for this claim, but in the case of dental education the evidence consists entirely of survey research, which does not measure behavior. The aim of this study was to measure the altruistic behavior of dental students in order to fill the significant gap in knowledge of how students are disposed to behave, rather than how they are disposed to think. To test the altruistic behavior of dental students, the authors conducted a field experiment using the Ultimatum Game, a two-player game used in economics to observe social behavior. In the game, the "proposer" is given a pot of resources, typically money, to split with the "responder." The proposer proposes a split of the pot to the responder. If the responder accepts the proposed split, both participants keep the amounts offered. If the proposal is rejected, then neither participant receives anything. In this study, the students played the proposer, and the responder was a fictional individual although the students believed they were playing the computerized game with a real person. In fall 2015, dental students from each of the four years at one university played the game. All 160 students were invited to participate, and 136 did so, for a response rate of 85%. The results showed that the students exhibited greater levels of altruism than the general population typically does. The students' altruism was at its highest in year four and was associated with the socioeconomic status of responder. This result raises the possibility that if a decreasing ability to behave altruistically is observed during dental school, it may not be due to a general disposition of students, but rather some factor specific to the educational environment.

  12. Understanding customer reactions to brokered ultimatums: applying negotiation and justice theory.

    PubMed

    Humphrey, Stephen E; Ellis, Aleksander P J; Conlon, Donald E; Tinsley, Catherine H

    2004-06-01

    There has been little research examining customer reactions to brokered ultimatum game (BUG) contexts (i.e. exchanges in which 1 party offers an ultimatum price for a resource through an intermediary, and the ultimatum offer is accepted or rejected by the other party). In this study, the authors incorporated rational decision-making theory and justice theory to examine how customers' bids, recommendations, and repatronage behavior are affected by characteristics of BUG contexts (changing from an ultimatum to negotiation transaction, response timeliness, and offer acceptance or rejection). Results indicated that customers attempt to be economically efficient with their bidding behavior. However, negotiation structures, long waits for a response, and rejected bids create injustice perceptions (particularly informational and distributive injustice), negatively influencing customers' recommendations to others and their repatronage. The authors then discuss the practical and theoretical implications of their results. (c) 2004 APA

  13. Empathy emerges spontaneously in the ultimatum game: small groups and networks.

    PubMed

    Iranzo, Jaime; Floría, Luis M; Moreno, Yamir; Sánchez, Angel

    2012-01-01

    The Ultimatum game, in which one subject proposes how to share a pot and the other has veto power on the proposal, in which case both lose everything, is a paradigmatic scenario to probe the degree of cooperation and altruism in human subjects. It has been shown that if individuals are empathic, i.e., they play the game having in mind how their opponent will react by offering an amount that they themselves would accept, then non-rational large offers well above the smallest possible ones are evolutionarily selected. We here show that empathy itself may be selected and need not be exogenously imposed provided that interactions take place only with a fraction of the total population, and that the role of proposer or responder is randomly changed from round to round. These empathic agents, that displace agents with independent (uncorrelated) offers and proposals, behave far from what is expected rationally, offering and accepting sizable fractions of the amount to be shared. Specific values for the typical offer depend on the details of the interacion network and on the existence of hubs, but they are almost always significantly larger than zero, indicating that the mechanism at work here is quite general and could explain the emergence of empathy in very many different contexts.

  14. Emotional Expression in Simple Line Drawings of a Robot's Face Leads to Higher Offers in the Ultimatum Game.

    PubMed

    Terada, Kazunori; Takeuchi, Chikara

    2017-01-01

    In the present study, we investigated whether expressing emotional states using a simple line drawing to represent a robot's face can serve to elicit altruistic behavior from humans. An experimental investigation was conducted in which human participants interacted with a humanoid robot whose facial expression was shown on an LCD monitor that was mounted as its head (Study 1). Participants were asked to play the ultimatum game, which is usually used to measure human altruistic behavior. All participants were assigned to be the proposer and were instructed to decide their offer within 1 min by controlling a slider bar. The corners of the robot's mouth, as indicated by the line drawing, simply moved upward, or downward depending on the position of the slider bar. The results suggest that the change in the facial expression depicted by a simple line drawing of a face significantly affected the participant's final offer in the ultimatum game. The offers were increased by 13% when subjects were shown contingent changes of facial expression. The results were compared with an experiment in a teleoperation setting in which participants interacted with another person through a computer display showing the same line drawings used in Study 1 (Study 2). The results showed that offers were 15% higher if participants were shown a contingent facial expression change. Together, Studies 1 and 2 indicate that emotional expression in simple line drawings of a robot's face elicits the same higher offer from humans as a human telepresence does.

  15. 46 CFR 54.10-1 - Scope (modifies UG-90 through UG-103 and UG-115 through UG-120).

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... 46 Shipping 2 2010-10-01 2010-10-01 false Scope (modifies UG-90 through UG-103 and UG-115 through UG-120). 54.10-1 Section 54.10-1 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Inspection, Reports, and Stamping § 54.10-1 Scope (modifies UG-90 through UG-103 and UG-115 through UG-120). The...

  16. 46 CFR 54.10-1 - Scope (modifies UG-90 through UG-103 and UG-115 through UG-120).

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 46 Shipping 2 2013-10-01 2013-10-01 false Scope (modifies UG-90 through UG-103 and UG-115 through UG-120). 54.10-1 Section 54.10-1 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Inspection, Reports, and Stamping § 54.10-1 Scope (modifies UG-90 through UG-103 and UG-115 through UG-120). The...

  17. 46 CFR 54.10-1 - Scope (modifies UG-90 through UG-103 and UG-115 through UG-120).

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 46 Shipping 2 2012-10-01 2012-10-01 false Scope (modifies UG-90 through UG-103 and UG-115 through UG-120). 54.10-1 Section 54.10-1 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Inspection, Reports, and Stamping § 54.10-1 Scope (modifies UG-90 through UG-103 and UG-115 through UG-120). The...

  18. 46 CFR 54.10-1 - Scope (modifies UG-90 through UG-103 and UG-115 through UG-120).

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 46 Shipping 2 2011-10-01 2011-10-01 false Scope (modifies UG-90 through UG-103 and UG-115 through UG-120). 54.10-1 Section 54.10-1 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Inspection, Reports, and Stamping § 54.10-1 Scope (modifies UG-90 through UG-103 and UG-115 through UG-120). The...

  19. 46 CFR 54.10-1 - Scope (modifies UG-90 through UG-103 and UG-115 through UG-120).

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 46 Shipping 2 2014-10-01 2014-10-01 false Scope (modifies UG-90 through UG-103 and UG-115 through UG-120). 54.10-1 Section 54.10-1 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Inspection, Reports, and Stamping § 54.10-1 Scope (modifies UG-90 through UG-103 and UG-115 through UG-120). The...

  20. The Responders’ Gender Stereotypes Modulate the Strategic Decision-Making of Proposers Playing the Ultimatum Game

    PubMed Central

    Fabre, Eve F.; Causse, Mickael; Pesciarelli, Francesca; Cacciari, Cristina

    2016-01-01

    Despite the wealth of studies investigating factors affecting decisions, not much is known about the impact of stereotypical beliefs on strategic economic decision-making. In the present study, we used the ultimatum game paradigm to investigate how participants playing as proposer modulate their strategic economic behavior, according to their game counterparts’ stereotypical identity (i.e., responders). The latter were introduced to the participants using occupational role nouns stereotypically marked with gender paired with feminine or masculine proper names (e.g., linguist-Anna; economist-David; economist-Cristina; linguist-Leonardo). When playing with male-stereotyped responders, proposers quickly applied the equity rule, behaving fairly, while they adopted a strategic behavior with responders characterized by female stereotypes. They were also longer to make their offers to female than to male responders but both kinds of responders received comparable offers, suggesting a greater cognitive effort to treat females as equally as males. The present study explicitly demonstrates that gender stereotypical information affect strategic economic decision-making and highlights a possible evolution of gender discrimination into a more insidious discrimination toward individuals with female characteristics. PMID:26834684

  1. The Responders' Gender Stereotypes Modulate the Strategic Decision-Making of Proposers Playing the Ultimatum Game.

    PubMed

    Fabre, Eve F; Causse, Mickael; Pesciarelli, Francesca; Cacciari, Cristina

    2016-01-01

    Despite the wealth of studies investigating factors affecting decisions, not much is known about the impact of stereotypical beliefs on strategic economic decision-making. In the present study, we used the ultimatum game paradigm to investigate how participants playing as proposer modulate their strategic economic behavior, according to their game counterparts' stereotypical identity (i.e., responders). The latter were introduced to the participants using occupational role nouns stereotypically marked with gender paired with feminine or masculine proper names (e.g., linguist-Anna; economist-David; economist-Cristina; linguist-Leonardo). When playing with male-stereotyped responders, proposers quickly applied the equity rule, behaving fairly, while they adopted a strategic behavior with responders characterized by female stereotypes. They were also longer to make their offers to female than to male responders but both kinds of responders received comparable offers, suggesting a greater cognitive effort to treat females as equally as males. The present study explicitly demonstrates that gender stereotypical information affect strategic economic decision-making and highlights a possible evolution of gender discrimination into a more insidious discrimination toward individuals with female characteristics.

  2. Emotional Expression in Simple Line Drawings of a Robot's Face Leads to Higher Offers in the Ultimatum Game

    PubMed Central

    Terada, Kazunori; Takeuchi, Chikara

    2017-01-01

    In the present study, we investigated whether expressing emotional states using a simple line drawing to represent a robot's face can serve to elicit altruistic behavior from humans. An experimental investigation was conducted in which human participants interacted with a humanoid robot whose facial expression was shown on an LCD monitor that was mounted as its head (Study 1). Participants were asked to play the ultimatum game, which is usually used to measure human altruistic behavior. All participants were assigned to be the proposer and were instructed to decide their offer within 1 min by controlling a slider bar. The corners of the robot's mouth, as indicated by the line drawing, simply moved upward, or downward depending on the position of the slider bar. The results suggest that the change in the facial expression depicted by a simple line drawing of a face significantly affected the participant's final offer in the ultimatum game. The offers were increased by 13% when subjects were shown contingent changes of facial expression. The results were compared with an experiment in a teleoperation setting in which participants interacted with another person through a computer display showing the same line drawings used in Study 1 (Study 2). The results showed that offers were 15% higher if participants were shown a contingent facial expression change. Together, Studies 1 and 2 indicate that emotional expression in simple line drawings of a robot's face elicits the same higher offer from humans as a human telepresence does. PMID:28588520

  3. Cognitive Control and Individual Differences in Economic Ultimatum Decision-Making

    PubMed Central

    De Neys, Wim; Novitskiy, Nikolay; Geeraerts, Leen; Ramautar, Jennifer; Wagemans, Johan

    2011-01-01

    Much publicity has been given to the fact that people's economic decisions often deviate from the rational predictions of standard economic models. In the classic ultimatum game, for example, most people turn down financial gains by rejecting unequal monetary splits. The present study points to neglected individual differences in this debate. After participants played the ultimatum game we tested for individual differences in cognitive control capacity of the most and least economic responders. The key finding was that people who were higher in cognitive control, as measured by behavioral (Go/No-Go performance) and neural (No-Go N2 amplitude) markers, did tend to behave more in line with the standard models and showed increased acceptance of unequal splits. Hence, the cognitively highest scoring decision-makers were more likely to maximize their monetary payoffs and adhere to the standard economic predictions. Findings question popular claims with respect to the rejection of standard economic models and the irrationality of human economic decision-making. PMID:22096522

  4. The Development of Theory of Mind and Positive and Negative Reciprocity in Preschool Children

    PubMed Central

    Schug, Joanna; Takagishi, Haruto; Benech, Catalina; Okada, Hiroyuki

    2016-01-01

    This study examined the relation between the acquisition of false-beliefs theory of mind (ToM) and reciprocity in preschoolers. Preschool-aged children completed a task assessing the understanding of false beliefs, and played an Ultimatum Game (UG) with another child in a face-to-face setting. Negative reciprocity was assessed by examining the rejection of unfair offers made by another child in the UG, while positive reciprocity was assessed by examining allocations made by participants in a Dictator Game (DG) following the UG. The results indicated that children who had passed a task assessing first-order false beliefs were more likely to make generous offers in a DG following a fair offer made by their partner in a proceeding UG, but that false beliefs ToM was unrelated to the rejection of unfair offers in the UG. PMID:27445881

  5. The Development of Theory of Mind and Positive and Negative Reciprocity in Preschool Children.

    PubMed

    Schug, Joanna; Takagishi, Haruto; Benech, Catalina; Okada, Hiroyuki

    2016-01-01

    This study examined the relation between the acquisition of false-beliefs theory of mind (ToM) and reciprocity in preschoolers. Preschool-aged children completed a task assessing the understanding of false beliefs, and played an Ultimatum Game (UG) with another child in a face-to-face setting. Negative reciprocity was assessed by examining the rejection of unfair offers made by another child in the UG, while positive reciprocity was assessed by examining allocations made by participants in a Dictator Game (DG) following the UG. The results indicated that children who had passed a task assessing first-order false beliefs were more likely to make generous offers in a DG following a fair offer made by their partner in a proceeding UG, but that false beliefs ToM was unrelated to the rejection of unfair offers in the UG.

  6. Dopamine D4 Receptor Gene Associated with Fairness Preference in Ultimatum Game

    PubMed Central

    Zhong, Songfa; Israel, Salomon; Shalev, Idan; Xue, Hong; Ebstein, Richard P.; Chew, Soo Hong

    2010-01-01

    In experimental economics, the preference for reciprocal fairness has been observed in the controlled and incentivized laboratory setting of the ultimatum game, in which two individuals decide on how to divide a sum of money, with one proposing the share while the second deciding whether to accept. Should the proposal be accepted, the amount is divided accordingly. Otherwise, both would receive no money. A recent twin study has shown that fairness preference inferred from responder behavior is heritable, yet its neurogenetic basis remains unknown. The D4 receptor (DRD4) exon3 is a well-characterized functional polymorphism, which is known to be associated with attention deficit hyperactivity disorder and personality traits including novelty seeking and self-report altruism. Applying a neurogenetic approach, we find that DRD4 is significantly associated with fairness preference. Additionally, the interaction among this gene, season of birth, and gender is highly significant. This is the first result to link preference for reciprocal fairness to a specific gene and suggests that gene × environment interactions contribute to economic decision making. PMID:21072167

  7. Deception and Retribution in Repeated Ultimatum Bargaining.

    PubMed

    Boles; Croson; Murnighan

    2000-11-01

    This paper investigates the dynamics of deception and retribution in repeated ultimatum bargaining. Anonymous dyads exchanged messages and offers in a series of four ultimatum bargaining games that had prospects for relatively large monetary outcomes. Variations in each party's knowledge of the other's resources and alternatives created opportunities for deception. Revelation of prior unknowns exposed deceptions and created opportunities for retribution in subsequent interactions. Results showed that although proposers and responders chose deceptive strategies almost equally, proposers told more outright lies. Both were more deceptive when their private information was never revealed, and proposers were most deceptive when their potential profits were largest. Revelation of proposers' lies had little effect on their subsequent behavior even though responders rejected their offers more than similar offers from truthful proposers or proposers whose prior deceit was never revealed. The discussion and conclusions address the dynamics of deception and retribution in repeated bargaining interactions. Copyright 2000 Academic Press.

  8. 46 CFR 54.10-3 - Marine inspectors (replaces UG-90 and UG-91, and modifies UG-92 through UG-103).

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 46 Shipping 2 2011-10-01 2011-10-01 false Marine inspectors (replaces UG-90 and UG-91, and modifies UG-92 through UG-103). 54.10-3 Section 54.10-3 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Inspection, Reports, and Stamping § 54.10-3 Marine inspectors (replaces UG-90 and UG-91, and...

  9. 46 CFR 54.10-3 - Marine inspectors (replaces UG-90 and UG-91, and modifies UG-92 through UG-103).

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 46 Shipping 2 2013-10-01 2013-10-01 false Marine inspectors (replaces UG-90 and UG-91, and modifies UG-92 through UG-103). 54.10-3 Section 54.10-3 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Inspection, Reports, and Stamping § 54.10-3 Marine inspectors (replaces UG-90 and UG-91, and...

  10. 46 CFR 54.10-3 - Marine inspectors (replaces UG-90 and UG-91, and modifies UG-92 through UG-103).

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 46 Shipping 2 2014-10-01 2014-10-01 false Marine inspectors (replaces UG-90 and UG-91, and modifies UG-92 through UG-103). 54.10-3 Section 54.10-3 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Inspection, Reports, and Stamping § 54.10-3 Marine inspectors (replaces UG-90 and UG-91, and...

  11. 46 CFR 54.10-3 - Marine inspectors (replaces UG-90 and UG-91, and modifies UG-92 through UG-103).

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 46 Shipping 2 2012-10-01 2012-10-01 false Marine inspectors (replaces UG-90 and UG-91, and modifies UG-92 through UG-103). 54.10-3 Section 54.10-3 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Inspection, Reports, and Stamping § 54.10-3 Marine inspectors (replaces UG-90 and UG-91, and...

  12. 46 CFR 54.10-3 - Marine inspectors (replaces UG-90 and UG-91, and modifies UG-92 through UG-103).

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... 46 Shipping 2 2010-10-01 2010-10-01 false Marine inspectors (replaces UG-90 and UG-91, and modifies UG-92 through UG-103). 54.10-3 Section 54.10-3 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Inspection, Reports, and Stamping § 54.10-3 Marine inspectors (replaces UG-90 and UG-91, and...

  13. Experimental game theory and behavior genetics.

    PubMed

    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.

  14. Lateral OFC activity predicts decision bias due to first impressions during ultimatum games.

    PubMed

    Kim, Hackjin; Choi, Min-Jo; Jang, In-Ji

    2012-02-01

    Despite the prevalence and potentially harmful consequences of first impression bias during social decision-making, its precise neural underpinnings remain unclear. Here, on the basis of the fMRI study using ultimatum games, the authors show that the responders' decisions to accept or reject offers were significantly affected by facial trustworthiness of proposers. Analysis using a model-based fMRI method revealed that activity in the right lateral OFC (lOFC) of responders increased as a function of negative decision bias, indicating a greater likelihood of rejecting otherwise fair offers, possibly because of the facial trustworthiness of proposers. In addition, lOFC showed changes in functional connectivity strength with amygdala and insula as a function of decision bias, and individual differences in the strengths of connectivities between lOFC and bilateral insula were also found to predict the likelihood of responders to reject offers from untrustworthy-looking proposers. The present findings emphasize that the lOFC plays a pivotal role in integrating signals related to facial impression and creating signal biasing decisions during social interactions.

  15. Emotions and cooperation in economic games.

    PubMed

    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.

  16. Influences of State and Trait Affect on Behavior, Feedback-Related Negativity, and P3b in the Ultimatum Game

    PubMed Central

    Riepl, Korbinian; Mussel, Patrick; Osinsky, Roman; Hewig, Johannes

    2016-01-01

    The present study investigates how different emotions can alter social bargaining behavior. An important paradigm to study social bargaining is the Ultimatum Game. There, a proposer gets a pot of money and has to offer part of it to a responder. If the responder accepts, both players get the money as proposed by the proposer. If he rejects, none of the players gets anything. Rational choice models would predict that responders accept all offers above 0. However, evidence shows that responders typically reject a large proportion of all unfair offers. We analyzed participants’ behavior when they played the Ultimatum Game as responders and simultaneously collected electroencephalogram data in order to quantify the feedback-related negativity and P3b components. We induced state affect (momentarily emotions unrelated to the task) via short movie clips and measured trait affect (longer-lasting emotional dispositions) via questionnaires. State happiness led to increased acceptance rates of very unfair offers. Regarding neurophysiology, we found that unfair offers elicited larger feedback-related negativity amplitudes than fair offers. Additionally, an interaction of state and trait affect occurred: high trait negative affect (subsuming a variety of aversive mood states) led to increased feedback-related negativity amplitudes when participants were in an angry mood, but not if they currently experienced fear or happiness. We discuss that increased rumination might be responsible for this result, which might not occur, however, when people experience happiness or fear. Apart from that, we found that fair offers elicited larger P3b components than unfair offers, which might reflect increased pleasure in response to fair offers. Moreover, high trait negative affect was associated with decreased P3b amplitudes, potentially reflecting decreased motivation to engage in activities. We discuss implications of our results in the light of theories and research on depression and

  17. Influences of State and Trait Affect on Behavior, Feedback-Related Negativity, and P3b in the Ultimatum Game.

    PubMed

    Riepl, Korbinian; Mussel, Patrick; Osinsky, Roman; Hewig, Johannes

    2016-01-01

    The present study investigates how different emotions can alter social bargaining behavior. An important paradigm to study social bargaining is the Ultimatum Game. There, a proposer gets a pot of money and has to offer part of it to a responder. If the responder accepts, both players get the money as proposed by the proposer. If he rejects, none of the players gets anything. Rational choice models would predict that responders accept all offers above 0. However, evidence shows that responders typically reject a large proportion of all unfair offers. We analyzed participants' behavior when they played the Ultimatum Game as responders and simultaneously collected electroencephalogram data in order to quantify the feedback-related negativity and P3b components. We induced state affect (momentarily emotions unrelated to the task) via short movie clips and measured trait affect (longer-lasting emotional dispositions) via questionnaires. State happiness led to increased acceptance rates of very unfair offers. Regarding neurophysiology, we found that unfair offers elicited larger feedback-related negativity amplitudes than fair offers. Additionally, an interaction of state and trait affect occurred: high trait negative affect (subsuming a variety of aversive mood states) led to increased feedback-related negativity amplitudes when participants were in an angry mood, but not if they currently experienced fear or happiness. We discuss that increased rumination might be responsible for this result, which might not occur, however, when people experience happiness or fear. Apart from that, we found that fair offers elicited larger P3b components than unfair offers, which might reflect increased pleasure in response to fair offers. Moreover, high trait negative affect was associated with decreased P3b amplitudes, potentially reflecting decreased motivation to engage in activities. We discuss implications of our results in the light of theories and research on depression and

  18. Power to Punish Norm Violations Affects the Neural Processes of Fairness-Related Decision Making.

    PubMed

    Cheng, Xuemei; Zheng, Li; Li, Lin; Guo, Xiuyan; Wang, Qianfeng; Lord, Anton; Hu, Zengxi; Yang, Guang

    2015-01-01

    Punishing norm violations is considered an important motive during rejection of unfair offers in the ultimatum game (UG). The present study investigates the impact of the power to punish norm violations on people's responses to unfairness and associated neural correlates. In the UG condition participants had the power to punish norm violations, while an alternate condition, the impunity game (IG), was presented where participants had no power to punish norm violations since rejection only reduced the responder's income to zero. Results showed that unfair offers were rejected more often in UG compared to IG. At the neural level, anterior insula and dorsal anterior cingulate cortex were more active when participants received and rejected unfair offers in both UG and IG. Moreover, greater dorsolateral prefrontal cortex activity was observed when participants rejected than accepted unfair offers in UG but not in IG. Ventromedial prefrontal cortex activation was higher in UG than IG when unfair offers were accepted as well as when rejecting unfair offers in IG as opposed to UG. Taken together, our results demonstrate that the power to punish norm violations affects not only people's behavioral responses to unfairness but also the neural correlates of the fairness-related social decision-making process.

  19. More Fair Play in an Ultimatum Game after Resettlement in Zimbabwe: A Field Experiment and a Structural Model

    PubMed Central

    Kohler, Stefan

    2013-01-01

    Zimbabwean villagers of distinct background have resettled in government-organized land reforms for more than three decades. Against this backdrop, I assess the level of social cohesion in some of the newly established communities by estimating the average preferences for fairness in a structural model of bounded rationality. The estimations are based on behavioral data from an ultimatum game field experiment played by 234 randomly selected households in 6 traditional and 14 resettled villages almost two decades after resettlement. Equal or higher degrees of fairness are estimated in all resettlement schemes. In one, or arguably two, out of three distinct resettlement schemes studied, the resettled villagers exhibit significantly higher degrees of fairness ( ) and rationality ( ) than those who live in traditional villages. Overall, villagers appear similarly rational, but the attitude toward fairness is significantly stronger in resettled communities ( ). These findings are consistent with the idea of an increased need for cooperation required in recommencement. PMID:23724095

  20. More fair play in an ultimatum game after resettlement in Zimbabwe: a field experiment and a structural model.

    PubMed

    Kohler, Stefan

    2013-01-01

    Zimbabwean villagers of distinct background have resettled in government-organized land reforms for more than three decades. Against this backdrop, I assess the level of social cohesion in some of the newly established communities by estimating the average preferences for fairness in a structural model of bounded rationality. The estimations are based on behavioral data from an ultimatum game field experiment played by 234 randomly selected households in 6 traditional and 14 resettled villages almost two decades after resettlement. Equal or higher degrees of fairness are estimated in all resettlement schemes. In one, or arguably two, out of three distinct resettlement schemes studied, the resettled villagers exhibit significantly higher degrees of fairness (p ≤ 0.11) and rationality (p ≤ 0.04) than those who live in traditional villages. Overall, villagers appear similarly rational, but the attitude toward fairness is significantly stronger in resettled communities (p ≤ 0.01). These findings are consistent with the idea of an increased need for cooperation required in recommencement.

  1. Smiling faces, sometimes they don't tell the truth: facial expression in the ultimatum game impacts decision making and event-related potentials.

    PubMed

    Mussel, Patrick; Hewig, Johannes; Allen, John J B; Coles, Michael G H; Miltner, Wolfgang

    2014-04-01

    Facial expressions are an important aspect of social interaction, conveying not only information regarding emotional states, but also regarding intentions, personality, and complex social characteristics. The present research investigates how a smiling, compared to a nonsmiling, expression impacts decision making and underlying cognitive and emotional processes in economic bargaining. Our results using the ultimatum game show that facial expressions have an impact on decision making as well as the feedback-related negativity following the offer. Furthermore, a moderating effect of sex on decision making was observed, with differential effects of facial expressions from male compared to female proposers. It is concluded that predictions of bargaining behavior must account for aspects of social interactions as well as sex effects to obtain more precise estimates of behavior. Copyright © 2014 Society for Psychophysiological Research.

  2. The Time Course of Neural Responses to Social versus Non-social Unfairness in the Ultimatum Game.

    PubMed

    Chen, Mingliang; Zhao, Zhen; Lai, Hongxia

    2018-06-08

    The unfairness effects are always the hotspot within social psychology and cognitive neuroscience. However, people's neural responses to social versus non-social unfairness remain under-researched, especially about temporal features. We engaged participants in the Ultimatum Game to respond to human and computer proposers (representing social and non-social contexts respectively) and recorded their event-related potentials. The interactions elicited three components of interest: medial frontal negativity (MFN), late positive potential (LPP) and response related negativity (RRN). First, unfair human offers elicited larger MFN than unfair computer offers did, suggesting a greater perception of unfairness in the social context. Second, rejected unfair human offers elicited smaller LPP than rejected unfair computer offers did. This finding implies that the rejection to social unfairness could down-regulate the unfairness-aversive emotions. These two mechanisms explained the stronger resistance to social unfairness in behavioural results. Last, the RRN for unfairness rejections were larger than for fairness acceptances, but showed no variance to the two types of proposers, signifying a similar degree of response conflict behind rejections to social and non-social unfairness. These results of our exploratory study will be helpful in revealing the sociality effect on the perceptual, emotional and reappraisal processing during the unfairness response.

  3. Fairness Norms and Theory of Mind in an Ultimatum Game: Judgments, Offers, and Decisions in School-Aged Children

    PubMed Central

    Castelli, Ilaria; Massaro, Davide; Bicchieri, Cristina; Chavez, Alex; Marchetti, Antonella

    2014-01-01

    The sensitivity to fairness undergoes relevant changes across development. Whether such changes depend on primary inequity aversion or on sensitivity to a social norm of fairness is still debated. Using a modified version of the Ultimatum Game that creates informational asymmetries between Proposer and Responder, a previous study showed that both perceptions of fairness and fair behavior depend upon normative expectations, i.e., beliefs about what others expect one should do in a specific situation. Individuals tend to comply with the norm when risking sanctions, but disregard the norm when violations are undetectable. Using the same methodology with children aged 8–10 years, the present study shows that children's beliefs and behaviors differ from what is observed in adults. Playing as Proposers, children show a self-serving bias only when there is a clear informational asymmetry. Playing as Responders, they show a remarkable discrepancy between their normative judgment about fair procedures (a coin toss to determine the offer) and their behavior (rejection of an unfair offer derived from the coin toss), supporting the existence of an outcome bias effect. Finally, our results reveal no influence of theory of mind on children's decision-making behavior. PMID:25118863

  4. Be Strong Enough to Say No: Self-Affirmation Increases Rejection to Unfair Offers

    PubMed Central

    Gu, Ruolei; Yang, Jing; Shi, Yuanyuan; Luo, Yi; Luo, Yu L. L.; Cai, Huajian

    2016-01-01

    We propose that self-affirmation may endow people more psychological resources to buffer against the negative influence of rejecting unfair offers in the classic ultimatum game (UG) and further lead to a stronger tendency to reject those offers. We tested this possibility by conducting an event-related potential (ERP) study about the UG, with the ERP component P3 as an indirect indicator of psychological resources. Participants were randomly assigned to the affirmation or control condition and then completed the UG through electrophysiological recording. As expected, the behavioral data indicated that compared with unaffirmed ones, affirmed participants were more likely to reject unfair UG offers; the electrophysiological data indicated that compared to the unaffirmed, affirmed participants showed a greater P3 in response to the presentation of an offer. These findings suggest that psychological resources may play a role in rejecting others beyond the fairness concern, and additionally shed light on the neural mechanisms underlying self-affirmation. PMID:27920742

  5. Be Strong Enough to Say No: Self-Affirmation Increases Rejection to Unfair Offers.

    PubMed

    Gu, Ruolei; Yang, Jing; Shi, Yuanyuan; Luo, Yi; Luo, Yu L L; Cai, Huajian

    2016-01-01

    We propose that self-affirmation may endow people more psychological resources to buffer against the negative influence of rejecting unfair offers in the classic ultimatum game (UG) and further lead to a stronger tendency to reject those offers. We tested this possibility by conducting an event-related potential (ERP) study about the UG, with the ERP component P3 as an indirect indicator of psychological resources. Participants were randomly assigned to the affirmation or control condition and then completed the UG through electrophysiological recording. As expected, the behavioral data indicated that compared with unaffirmed ones, affirmed participants were more likely to reject unfair UG offers; the electrophysiological data indicated that compared to the unaffirmed, affirmed participants showed a greater P3 in response to the presentation of an offer. These findings suggest that psychological resources may play a role in rejecting others beyond the fairness concern, and additionally shed light on the neural mechanisms underlying self-affirmation.

  6. Individual differences in decision making: Drive and Reward Responsiveness affect strategic bargaining in economic games.

    PubMed

    Scheres, Anouk; Sanfey, Alan G

    2006-10-18

    In the growing body of literature on economic decision making, the main focus has typically been on explaining aggregate behavior, with little interest in individual differences despite considerable between-subject variability in decision responses. In this study, we were interested in asking to what degree individual differences in fundamental psychological processes can mediate economic decision-making behavior. Specifically, we studied a personality dimension that may influence economic decision-making, the Behavioral Activation System, (BAS) which is composed of three components: Reward Responsiveness, Drive, and Fun Seeking. In order to assess economic decision making, we utilized two commonly-used tasks, the Ultimatum Game and Dictator Game. Individual differences in BAS were measured by completion of the BIS/BAS Scales, and correlations between the BAS scales and monetary offers made in the two tasks were computed. We found that higher scores on BAS Drive and on BAS Reward Responsiveness were associated with a pattern of higher offers on the Ultimatum Game, lower offers on the Dictator Game, and a correspondingly larger discrepancy between Ultimatum Game and Dictator Game offers. These findings are consistent with an interpretation that high scores on Drive and Reward Responsiveness are associated with a strategy that first seeks to maximize the likelihood of reward, and then to maximize the amount of reward. More generally, these results suggest that there are additional factors other than empathy, fairness and selfishness that contribute to strategic decision-making.

  7. Cardiac responses predict decisions: an investigation of the relation between orienting response and decisions in the ultimatum game.

    PubMed

    Osumi, Takahiro; Ohira, Hideki

    2009-10-01

    Emotion-based behaviors in humans cannot be fully explained by economic rationality. Particularly, in the ultimatum game, which incorporates conflict between self-interest and fairness, negative emotions evoked by an unfair offer seem to promote an economically irrational decision. In accordance with this suggestion, the previous studies have reported that physiological arousal is associated with rejecting unfair offers. In the present study, we investigated electrocardiogram and electrodermal activities in individuals which received fair, advantageously unfair, and disadvantageously unfair offers to specify the relations of the orienting and the defensive responses with these offers and with the decisions to accept and reject them. The results indicated that when an offer that would be rejected was presented, heart rate initially decelerated more than when an offer that would be accepted was presented. Additionally, there was a linear relationship between the deceleration and unfairness of offers. On the other hand, such different patterns were not seen in late cardiac acceleration or electrodermal response. The results suggest that because of perception of disadvantage and unpleasantness in a social context, the orienting response is evoked when an offer will be rejected. In addition, these results are discussed regarding the effect of the autonomic activity in decision-making.

  8. Theory of mind deficits partly mediate impaired social decision-making in schizophrenia.

    PubMed

    Yang, Liuqing; Li, Peifu; Mao, Haiying; Wang, Huiling; Shu, Chang; Bliksted, Vibeke; Zhou, Yuan

    2017-05-05

    Using paradigms from game theory, researchers have reported abnormal decision-making in social context in patients with schizophrenia. However, less is known about the underpinnings of the impairment. This study aimed to test whether theory of mind (ToM) deficits and/or neurocognitive dysfunctions mediate impaired social decision-making in patients with schizophrenia. We compared thirty-five patients with schizophrenia to thirty-eight matched healthy controls with regard to social decision-making using the mini Ultimatum Game (mini UG), a paradigm from game theory. Additionally, we assessed ToM using the Theory of Mind Picture Stories Task, a mental state attribution task, and assessed neurocognition using the Brief Assessment of Cognition in Schizophrenia. Mediation analyses were performed on the data. In contrast to the behavioral pattern of healthy controls in the mini UG, the patients with schizophrenia significantly accepted more disadvantageous offers and rejected more advantageous offers, and showed reduced sensitivity to the fairness-related context changes in the mini UG. Impaired ToM and neurocognition were also found in the patients. Mediation analyses indicated that ToM but not neurocognition partially mediated the group differences on the disadvantageous and advantageous offers in the mini UG. Patients with schizophrenia exhibited impaired social decision-making. This impairment can be partly explained by their ToM deficits rather than neurocognitive deficits. However, the exact nature of the ToM deficits that mediate impaired social decision-making needs to be identified in future.

  9. Social Decision Making in Adolescents and Young Adults: Evidence From the Ultimatum Game and Cognitive Biases.

    PubMed

    Marchetti, Antonella; Baglio, Francesca; Castelli, Ilaria; Griffanti, Ludovica; Nemni, Raffaello; Rossetto, Federica; Valle, Annalisa; Zanette, Michela; Massaro, Davide

    2018-01-01

    During adolescence and early adulthood, individuals deal with important developmental changes, especially in the context of complex social interactions. Previous studies demonstrated that those changes have a significant impact on the social decision making process, in terms of a progressive increase of intentionality comprehension of others, of the sensitivity to fairness, and of the impermeability to decisional biases. However, neither adolescents nor adults reach the ideal level of maximization and of rationality of the homo economicus proposed by classical economics theory, thus remaining more close to the model of the "bounded rationality" proposed by cognitive psychology. In the present study, we analyzed two aspects of decision making in 110 participants from early adolescence to young adulthood: the sensitivity to fairness and the permeability to decisional biases (Outcome Bias and Hindsight Bias). To address these questions, we adopted a modified version of the Ultimatum Game task, where participants faced fair, unfair, and hyperfair offers from proposers described as generous, selfish, or neutral. We also administered two behavioral tasks testing the influence of the Outcome Bias and of the Hindsight Bias in the evaluation of the decision. Our behavioral results highlighted that the participants are still partially consequentialist, as the decisional process is influenced by a complex balance between the outcome and the psychological description of the proposer. As regards cognitive biases, the Outcome Bias and the Hindsight Bias are present in the whole sample, with no relevant age differences.

  10. USMC UGS technology advancements

    NASA Astrophysics Data System (ADS)

    Hartup, David C.; Barr, Michael E.; Hirz, Philip M.; Kipp, Jason; Fishburn, Thomas A.; Waller, Ezra S.; Marks, Brian A.

    2008-04-01

    Technology advancements for the USMC UGS system are described. Integration of the ARL Blue Radio/CSR into the System Controller and Radio Repeater permit the TRSS system to operate seamlessly within the Family of UGS concept. In addition to the Blue Radio/CSR, the TRSS system provides VHF and SATCOM radio links. The TRSS system is compatible with a wide range of imagers, including those with both analog and digital interfaces. The TRSS System Controller permits simultaneous monitoring of 2 camera inputs. To complement enhanced compatibility and improved processing, the mechanical housing of the TRSS System Controller has been updated. The SDR-II, a system monitoring device, also incorporates four Blue Radio/CSRs along with other communication capabilities, making it an ideal choice for a monitoring station within the Family of UGS. Field testing of L-3 Nova's UGS system at YPG has shown flawless performance, capturing all 126 targets.

  11. Trustworthiness and Negative Affect Predict Economic Decision-Making.

    PubMed

    Nguyen, Christopher M; Koenigs, Michael; Yamada, Torricia H; Teo, Shu Hao; Cavanaugh, Joseph E; Tranel, Daniel; Denburg, Natalie L

    2011-09-01

    The Ultimatum Game (UG) is a widely used and well-studied laboratory model of economic decision-making. Here, we studied 129 healthy adults and compared demographic (i.e., age, gender, education), cognitive (i.e., intelligence, attention/working memory, speed, language, visuospatial, memory, executive functions), and personality (i.e., "Big Five", positive affect, negative affect) variables between those with a "rational" versus an "irrational" response pattern on the UG. Our data indicated that participants with "rational" UG performance (accepting any offer, no matter the fairness) endorsed higher levels of trust, or the belief in the sincerity and good intentions of others, while participants with "irrational" UG performance (rejecting unfair offers) endorsed higher levels of negative affect, such as anger and contempt. These personality variables were the only ones that differentiated the two response patterns-demographic and cognitive factors did not differ between rational and irrational players. The results indicate that the examination of personality and affect is crucial to our understanding of the individual differences that underlie decision-making.

  12. Trustworthiness and Negative Affect Predict Economic Decision-Making

    PubMed Central

    Nguyen, Christopher M.; Koenigs, Michael; Yamada, Torricia H.; Teo, Shu Hao; Cavanaugh, Joseph E.; Tranel, Daniel; Denburg, Natalie L.

    2012-01-01

    The Ultimatum Game (UG) is a widely used and well-studied laboratory model of economic decision-making. Here, we studied 129 healthy adults and compared demographic (i.e., age, gender, education), cognitive (i.e., intelligence, attention/working memory, speed, language, visuospatial, memory, executive functions), and personality (i.e., “Big Five”, positive affect, negative affect) variables between those with a “rational” versus an “irrational” response pattern on the UG. Our data indicated that participants with “rational” UG performance (accepting any offer, no matter the fairness) endorsed higher levels of trust, or the belief in the sincerity and good intentions of others, while participants with “irrational” UG performance (rejecting unfair offers) endorsed higher levels of negative affect, such as anger and contempt. These personality variables were the only ones that differentiated the two response patterns—demographic and cognitive factors did not differ between rational and irrational players. The results indicate that the examination of personality and affect is crucial to our understanding of the individual differences that underlie decision-making. PMID:23493494

  13. Anxious ultimatums: how anxiety disorders affect socioeconomic behaviour.

    PubMed

    Grecucci, Alessandro; Giorgetta, Cinzia; Brambilla, Paolo; Zuanon, Sophia; Perini, Laura; Balestrieri, Matteo; Bonini, Nicolao; Sanfey, Alan G

    2013-01-01

    Although the role of emotion in socioeconomic decision making is increasingly recognised, the impact of specific emotional disorders, such as anxiety disorders, on these decisions has been surprisingly neglected. Twenty anxious patients and twenty matched controls completed a commonly used socioeconomic task (the Ultimatum Game), in which they had to accept or reject monetary offers from other players. Anxious patients accepted significantly more unfair offers than controls. We discuss the implications of these findings in light of recent models of anxiety, in particular the importance of interpersonal factors and assertiveness in an integrated model of decision making. Finally, we were able to show that pharmacological serotonin used to treat anxious symptomatology tended to normalise decision making, further confirming and extending the role of serotonin in co-operation, prosocial behaviour, and social decision making. These results show, for the first time, a different pattern of socioeconomic behaviour in anxiety disordered patients, in addition to the known memory, attentional and emotional biases that are part of this pathological condition.

  14. Neural correlates of decision making after unfair treatment

    PubMed Central

    Wu, Yan; Zang, Yufeng; Yuan, Binke; Tian, Xuehong

    2015-01-01

    Empirical evidence indicates that people are inequity averse. However, it is unclear whether and how suffering unfairness impacts subsequent behavior. We investigated the consequences of unfair treatment in subsequent interactions with new interaction partners and the associated neural mechanisms. Participants were experimentally manipulated to experience fair or unfair treatment in the ultimatum game (UG), and subsequently, they were given the opportunity to retaliate in the dictator game (DG) in their interactions with players who had not played a role in the previous fair or unfair treatment. The results showed that participants dictated less money to unrelated partners after frequently receiving unfair offers in the previous UG (vs. frequently receiving fair offers in the previous UG), but only when they were first exposed to unfair UG/DG. Stronger activation in the right dorsal anterior insula was found during receiving unfair offers and during the subsequent offer-considering phase. The regional homogeneity (ReHo), a measure of the local synchronization of neighboring voxels in resting-state brain activity, in the left ventral anterior insula and left superior temporal pole was positively correlated with the behavior change. These findings suggest that unfair treatment may encourage a spread of unfairness, and that the anterior insula may be not only engaged in signaling social norm violations, but also recruited in guiding subsequent adaptive behaviors. PMID:25798102

  15. On gamesmen and fair men: explaining fairness in non-cooperative bargaining games.

    PubMed

    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.

  16. On gamesmen and fair men: explaining fairness in non-cooperative bargaining games

    PubMed Central

    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

  17. An Evolutionary Game Theory Model of Revision-Resistant Motivations and Strategic Reasoning

    DTIC Science & Technology

    2008-08-01

    The model also is consistent with a number of findings on the nature of emotions and related forms of motivation. 15. SUBJECT TERMS...because human beings have some kinds of motivations that are not reducible to the economist’s traditional notion of ordered preferences. These...simulation is designed in light of the most current human subject research on a widely studied game: the Ultimatum Game. This allows us to test

  18. Behavioural consequences of regret and disappointment in social bargaining games.

    PubMed

    Martinez, Luis M F; Zeelenberg, Marcel; Rijsman, John B

    2011-02-01

    Previous research on the role of negative emotions in social bargaining games has focused primarily on social emotions such as anger and guilt. In this article, we provide a test for behavioural differences between two prototypical decision-related negative emotions-regret and disappointment-in one-shot social dilemma games. Three experiments with two different emotion-induction procedures (autobiographical recall and imagined scenarios) and two different games (the ultimatum game and the 10-coin give-some game) revealed that regret increased prosocial behaviour, whereas disappointment decreased prosocial behaviour. These results extend previous findings concerning differences between regret and disappointment to interdependent (social) situations. © 2010 Psychology Press, an imprint of the Taylor & Francis Group, an Informa business

  19. Social status modulates the neural response to unfairness

    PubMed Central

    Hu, Jie; Blue, Philip R.; Yu, Hongbo; Gong, Xiaoliang; Xiang, Yang; Jiang, Changjun

    2016-01-01

    In human society, which is organized by social hierarchies, resources are usually allocated unequally and based on social status. In this study, we analyze how being endowed with different social statuses in a math competition affects the perception of fairness during asset allocation in a subsequent Ultimatum Game (UG). Behavioral data showed that when participants were in high status, they were more likely to reject unfair UG offers than in low status. This effect of social status correlated with activity in the right anterior insula (rAI) and with the functional connectivity between the rAI and a region in the anterior middle cingulate cortex, indicating that these two brain regions are crucial for integrating contextual factors and social norms during fairness perception. Additionally, there was an interaction between social status and UG offer fairness in the amygdala and thalamus, implicating the role of these regions in the modulation of social status on fairness perception. These results demonstrate the effect of social status on fairness perception and the potential neural underpinnings for this effect. PMID:26141925

  20. Do we care about the powerless third? An ERP study of the three-person ultimatum game

    PubMed Central

    Alexopoulos, Johanna; Pfabigan, Daniela M.; Lamm, Claus; Bauer, Herbert; Fischmeister, Florian Ph. S.

    2012-01-01

    Recent years have provided increasing insights into the factors affecting economic decision-making. Little is known about how these factors influence decisions that also bear consequences for other people. We examined whether decisions that also affected a third, passive player modulate the behavioral and neural responses to monetary offers in a modified version of the three-person ultimatum game. We aimed to elucidate to what extent social preferences affect early neuronal processing when subjects were evaluating offers that were fair or unfair to themselves, to the third player, or to both. As an event-related potential (ERP) index for early evaluation processes in economic decision-making, we recorded the medial frontal negativity (MFN) component in response to such offers. Unfair offers were rejected more often than equitable ones, in particular when negatively affecting the subject. While the MFN amplitude was higher following unfair as compared to fair offers to the subject, MFN amplitude was not modulated by the shares assigned to the third, passive player. Furthermore, rejection rates and MFN amplitudes following fair offers were positively correlated, as subjects showing lower MFN amplitudes following fair offers tended to reject unfair offers more often—but only if those offers negatively affected their own payoff. Altogether, the rejection behavior suggests that humans mainly care about a powerless third when they are confronted with inequality as well. The correlation between rejection rates and the MFN amplitude supports the notion that this ERP component is also modulated by positive events and highlights how our expectations concerning other humans' behavior guide our own decisions. However, social preferences like inequality aversion and concern for the well-being of others are not reflected in this early neuronal response, but seem to result from later, deliberate and higher-order cognitive processes. PMID:22470328

  1. Do we care about the powerless third? An ERP study of the three-person ultimatum game.

    PubMed

    Alexopoulos, Johanna; Pfabigan, Daniela M; Lamm, Claus; Bauer, Herbert; Fischmeister, Florian Ph S

    2012-01-01

    Recent years have provided increasing insights into the factors affecting economic decision-making. Little is known about how these factors influence decisions that also bear consequences for other people. We examined whether decisions that also affected a third, passive player modulate the behavioral and neural responses to monetary offers in a modified version of the three-person ultimatum game. We aimed to elucidate to what extent social preferences affect early neuronal processing when subjects were evaluating offers that were fair or unfair to themselves, to the third player, or to both. As an event-related potential (ERP) index for early evaluation processes in economic decision-making, we recorded the medial frontal negativity (MFN) component in response to such offers. Unfair offers were rejected more often than equitable ones, in particular when negatively affecting the subject. While the MFN amplitude was higher following unfair as compared to fair offers to the subject, MFN amplitude was not modulated by the shares assigned to the third, passive player. Furthermore, rejection rates and MFN amplitudes following fair offers were positively correlated, as subjects showing lower MFN amplitudes following fair offers tended to reject unfair offers more often-but only if those offers negatively affected their own payoff. Altogether, the rejection behavior suggests that humans mainly care about a powerless third when they are confronted with inequality as well. The correlation between rejection rates and the MFN amplitude supports the notion that this ERP component is also modulated by positive events and highlights how our expectations concerning other humans' behavior guide our own decisions. However, social preferences like inequality aversion and concern for the well-being of others are not reflected in this early neuronal response, but seem to result from later, deliberate and higher-order cognitive processes.

  2. The ESA Planetary Science Archive User Group (PSA-UG)

    NASA Astrophysics Data System (ADS)

    Rossi, A. P.; Cecconi, B.; Fraenz, M.; Hagermann, A.; Heather, D.; Rosenblatt, P.; Svedhem, H.; Widemann, T.

    2014-04-01

    ESA has established a Planetary Science Archive User Group (PSA-UG), with the task of offering independent advice to ESA's Planetary Science Archive (e.g. Heather et al., 2013). The PSA-UG is an official and independent body that continuously evaluates services and tools provided by the PSA to the community of planetary data scientific users. The group has been tasked with the following top level objectives: a) Advise ESA on future development of the PSA. b) Act as a focus for the interests of the scientific community. c) Act as an advocate for the PSA. d) Monitor the PSA activities. Based on this, the PSA-UG will report through the official ESA channels. Disciplines and subjects represented by PSA-UG members include: Remote Sensing of both Atmosphere and Solid Surfaces, Magnetospheres, Plasmas, Radio Science and Auxilliary data. The composition of the group covers ESA missions populating the PSA both now and in the near future. The first members of the PSA-UG were selected in 2013 and will serve for 3 years, until 2016. The PSA-UG will address the community through workshops, conferences and the internet. Written recommendations will be made to the PSA coordinator, and an annual report on PSA and the PSA-UG activities will be sent to the Solar System Exploration Working Group (SSEWG). Any member of the community and planetary data user can get in touch with individual members of the PSA-UG or with the group as a whole via the contacts provided on the official PSA-UG web-page: http://archives.esac.esa.int/psa/psa-ug The PSA is accessible via: http://archives.esac.esa.int/psa

  3. Rejection of Unfair Offers Can Be Driven by Negative Emotions, Evidence from Modified Ultimatum Games with Anonymity

    PubMed Central

    Ma, Ning; Li, Nan; He, Xiao-Song; Sun, De-Lin; Zhang, Xiaochu; Zhang, Da-Ren

    2012-01-01

    The rejection of unfair offers can be affected by both negative emotions (e.g. anger and moral disgust) and deliberate cognitive processing of behavioral consequences (e.g. concerns of maintaining social fairness and protecting personal reputation). However, whether negative emotions are sufficient to motivate this behavior is still controversial. With modified ultimatum games, a recent study (Yamagishi T, et al. (2009) Proc Natl Acad Sci USA 106∶11520–11523) found that people reject unfair offers even when this behavior increases inequity, and even when they could not communicate to the proposers. Yamagishi suggested that rejection of unfair offers could occurr without people’s concerning of maintaining social fairness, and could be driven by negative emotions. However, as anonymity was not sufficiently guaranteed in Yamagishi’s study, the rejection rates in their experiments may have been influenced by people’s concerns of protecting personal reputation (reputational concerns) in addition to negative emotions; thus, it was unclear whether the rejection was driven by negative emotions, or by reputational concerns, or both. In the present study, with specific methods to ensure anonymity, the effect of reputational concerns was successfully ruled out. We found that in a private situation in which rejection could not be driven by reputational concerns, the rejection rates of unfair offers were significantly larger than zero, and in public situations in which rejection rates could be influenced by both negative emotions and reputational concerns, rejection rates were significantly higher than that in the private situation. These results, together with Yamagishi’s findings, provided more complete evidence suggesting (a) that the rejection of unfair offers can be driven by negative emotions and (b) that deliberate cognitive processing of the consequences of the behavior can increase the rejection rate, which may benefit social cooperation. PMID:22761845

  4. Rejection of unfair offers can be driven by negative emotions, evidence from modified ultimatum games with anonymity.

    PubMed

    Ma, Ning; Li, Nan; He, Xiao-Song; Sun, De-Lin; Zhang, Xiaochu; Zhang, Da-Ren

    2012-01-01

    The rejection of unfair offers can be affected by both negative emotions (e.g. anger and moral disgust) and deliberate cognitive processing of behavioral consequences (e.g. concerns of maintaining social fairness and protecting personal reputation). However, whether negative emotions are sufficient to motivate this behavior is still controversial. With modified ultimatum games, a recent study (Yamagishi T, et al. (2009) Proc Natl Acad Sci USA 106:11520-11523) found that people reject unfair offers even when this behavior increases inequity, and even when they could not communicate to the proposers. Yamagishi suggested that rejection of unfair offers could occur without people's concerning of maintaining social fairness, and could be driven by negative emotions. However, as anonymity was not sufficiently guaranteed in Yamagishi's study, the rejection rates in their experiments may have been influenced by people's concerns of protecting personal reputation (reputational concerns) in addition to negative emotions; thus, it was unclear whether the rejection was driven by negative emotions, or by reputational concerns, or both. In the present study, with specific methods to ensure anonymity, the effect of reputational concerns was successfully ruled out. We found that in a private situation in which rejection could not be driven by reputational concerns, the rejection rates of unfair offers were significantly larger than zero, and in public situations in which rejection rates could be influenced by both negative emotions and reputational concerns, rejection rates were significantly higher than that in the private situation. These results, together with Yamagishi's findings, provided more complete evidence suggesting (a) that the rejection of unfair offers can be driven by negative emotions and (b) that deliberate cognitive processing of the consequences of the behavior can increase the rejection rate, which may benefit social cooperation.

  5. On the relationship between emotional state and abnormal unfairness sensitivity in alcohol dependence.

    PubMed

    Brevers, Damien; Noël, Xavier; Hanak, Catherine; Verbanck, Paul; Kornreich, Charles

    2015-01-01

    Recent empirical findings suggest that alcohol dependence is characterized by heightened sensitivity to unfairness during social transactions. The present study went a step further and aimed to ascertain whether this abnormal level of sensitivity to unfairness is underlined by an increased emotional reactivity. Twenty-six recently abstinent alcohol-dependent (AD) individuals and 32 controls performed an ultimatum game (UG), in which participants had to respond to take-it-or-leave-it offers, ranging from fair to unfair and made by a fictive proposer. Emotional state was recorded during UG offers presentation and was indexed by the amplitude of skin conductance response (SCR). Results showed that AD decided to reject unfair offers more frequently than their controls, confirming previous data. The proportion of rejected unfair UG offers was correlated with SCR, in the AD but not in the control group. This finding suggests that deciding to accept or reject unfair UG offers is influenced by arousal-affective activity in AD, but not in controls. Heightened emotional reactivity may have driven AD to punish the proposer rather than acting as a rational economic agent. An implication of present findings is that AD might have difficult to cope with unfair situations triggered by social interactions. Future studies are needed in order to examine whether-emotional and behavioral-reactivity to unfairness during the UG could impact alcohol consumption and relapse in AD.

  6. The ESA Planetary Science Archive User Group (PSA-UG)

    NASA Astrophysics Data System (ADS)

    Pio Rossi, Angelo; Cecconi, Baptiste; Fraenz, Markus; Hagermann, Axel; Heather, David; Rosenblatt, Pascal; Svedhem, Hakan; Widemann, Thomas

    2014-05-01

    ESA has established a Planetary Science Archive User Group (PSA-UG), with the task of offering independent advice to ESA's Planetary Science Archive (e.g. Heather et al., 2013). The PSA-UG is an official and independent body that continuously evaluates services and tools provided by the PSA to the community of planetary data scientific users. The group has been tasked with the following top level objectives: a) Advise ESA on future development of the PSA. b) Act as a focus for the interests of the scientific community. c) Act as an advocate for the PSA. d) Monitor the PSA activities. Based on this, the PSA-UG will report through the official ESA channels. Disciplines and subjects represented by PSA-UG members include: Remote Sensing of both Atmosphere and Solid Surfaces, Magnetospheres, Plasmas, Radio Science and Auxilliary data. The composition of the group covers ESA missions populating the PSA both now and in the near future. The first members of the PSA-UG were selected in 2013 and will serve for 3 years, until 2016. The PSA-UG will address the community through workshops, conferences and the internet. Written recommendations will be made to the PSA coordinator, and an annual report on PSA and the PSA-UG activities will be sent to the Solar System Exploration Working Group (SSEWG). Any member of the community and planetary data user can get in touch with individual members of the PSA-UG or with the group as a whole via the contacts provided on the official PSA-UG web-page: http://archives.esac.esa.int/psa/psa-ug. The PSA is accessible via: http://archives.esac.esa.int/psa References: Heather, D., Barthelemy, M., Manaud, N., Martinez, S., Szumlas, M., Vazquez, J. L., Osuna, P. and the PSA Development Team (2013) ESA's Planetary Science Archive: Status, Activities and Plans. EuroPlanet Sci. Congr. #EPSC2013-626

  7. Interactive decision-making in people with schizotypal traits: a game theory approach

    PubMed Central

    Wout, Mascha van ’t; Sanfey, Alan G.

    2010-01-01

    Studies that have investigated whether deficits in social cognition observed in schizophrenia are also present in schizotypal individuals have largely been inconclusive, and none of these studies have examined social interactive behavior. Here, we investigated interactive decision-making behavior in individuals differing in the amount of schizotypal symptoms using tasks derived from Game Theory. In total 1691 undergraduate students were screened with the Schizotypal Personality Questionnaire-Brief version. We selected 69 people distributed across the full schizotypal continuum to participate in Ultimatum and Dictator Games in which they played against human and non-human, computer partners. The results showed that higher levels of schizotypal symptoms, particularly positive and disorganized schizotypy, were related to proposing higher offers to all partners. Additionally, the amount of interpersonal schizotypal symptoms was associated with an increased acceptance rate of very unfair offers from human partners, possibly reflecting a blunted emotional response to such offers. We conclude that positive and disorganized schizotypal symptoms are associated with less adequate bargaining behavior, similar to what has been recently observed in patients with schizophrenia. The observed similarities on Ultimatum Game behavior between patients with schizophrenia and individuals with more schizotypal symptoms contribute to the growing evidence that social cognitive deficits may represent a marker of vulnerability to schizophrenia. PMID:20538347

  8. Altruistic behavior pays, or the importance of fluctuations in evolutionary game theory

    NASA Astrophysics Data System (ADS)

    Sánchez, Angel; Cuesta, José A.; Roca, Carlos P.

    2005-07-01

    Human behavior is one of the main problems for evolution, as it is often the case that human actions are disadvantageous for the self and advantageous for other people. Behind this puzzle are our beliefs about rational behavior, based on game theory. Here we show that by going beyond the standard game-theoretical conventions, apparently altruistic behavior can be understood as self-interested. We discuss in detail an example related to the so called Ultimatum game and illustrate the appearance of altruistic behavior induced by fluctuations. In addition, we claim that in general settings, fluctuations play a very relevant role, and we support this claim by considering a completely different example, namely the Stag-Hunt game.

  9. Culture or anonymity? Differences in proposer behaviour in Korea and Germany.

    PubMed

    Horak, Sven

    2015-10-01

    This study explores the proposer behaviour in an ultimatum game (UG) frame under anonymous and non-anonymous conditions among a Korean and German subject pool (n = 590) in comparison. Whereas the anonymous condition is represented by the standard UG, the non-anonymous condition integrates an aggregate of the Korean cultural context variables university affiliation, regional origin and seniority. The latter, a classic Confucian context variable, is measured by age differentials. The former two are impactful components of so-called Yongo networks, a unique Korean informal institution identical to Chinese Guanxi ties. Yongo networks, yet underrepresented in research, are said to be a central context variable to explain Korean social ties and decision-making behaviour. We observe significant differences between the offer behaviours of Korean and German subjects when exposing selected cultural variables. We argue that the behavioural differences observed are in fact due to culture not anonymity. © 2015 International Union of Psychological Science.

  10. 46 CFR 54.01-30 - Loadings (modifies UG-22).

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 46 Shipping 2 2013-10-01 2013-10-01 false Loadings (modifies UG-22). 54.01-30 Section 54.01-30 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS General Requirements § 54.01-30 Loadings (modifies UG-22). (a) The loadings for pressure vessels shall be as required by UG-22 of section VIII of the...

  11. 46 CFR 54.01-30 - Loadings (modifies UG-22).

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 46 Shipping 2 2012-10-01 2012-10-01 false Loadings (modifies UG-22). 54.01-30 Section 54.01-30 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS General Requirements § 54.01-30 Loadings (modifies UG-22). (a) The loadings for pressure vessels shall be as required by UG-22 of section VIII of the...

  12. 46 CFR 54.01-30 - Loadings (modifies UG-22).

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... 46 Shipping 2 2010-10-01 2010-10-01 false Loadings (modifies UG-22). 54.01-30 Section 54.01-30 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS General Requirements § 54.01-30 Loadings (modifies UG-22). (a) The loadings for pressure vessels shall be as required by UG-22 of section VIII of the...

  13. 46 CFR 54.01-30 - Loadings (modifies UG-22).

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 46 Shipping 2 2014-10-01 2014-10-01 false Loadings (modifies UG-22). 54.01-30 Section 54.01-30 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS General Requirements § 54.01-30 Loadings (modifies UG-22). (a) The loadings for pressure vessels shall be as required by UG-22 of section VIII of the...

  14. 46 CFR 54.01-30 - Loadings (modifies UG-22).

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 46 Shipping 2 2011-10-01 2011-10-01 false Loadings (modifies UG-22). 54.01-30 Section 54.01-30 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS General Requirements § 54.01-30 Loadings (modifies UG-22). (a) The loadings for pressure vessels shall be as required by UG-22 of section VIII of the...

  15. No Change in Social Decision-Making Following Transcranial Direct Current Stimulation of the Right Temporoparietal Junction.

    PubMed

    Blair-West, Laura F; Hoy, Kate E; Hall, Phillip J; Fitzgerald, Paul B; Fitzgibbon, Bernadette M

    2018-01-01

    The right temporoparietal junction (rTPJ) is thought to play an important role in social cognition and pro-social decision-making. One way to explore this link is through the use of transcranial direct current stimulation (tDCS), a non-invasive brain stimulation method that is able to modulate cortical activity. The aim of this research was therefore to determine whether anodal tDCS to the rTPJ altered response to a social decision-making task. In this study, 34 healthy volunteers participated in a single-center, double-blinded, sham-controlled crossover design. Subjects received 20 min of active/sham anodal tDCS to the rTPJ before undertaking the Ultimatum Game (UG), a neuroeconomics paradigm in which participants are forced to choose between monetary reward and punishing an opponent's unfairness. Contrary to expectations, we found no significant difference between anodal and sham stimulation with regard to either the total number or reaction time of unfair offer rejections in the UG. This study draws attention to methodological issues in tDCS studies of the rTPJ, and highlights the complexity of social decision-making in the UG.

  16. Inflexible daily behaviour is associated with the ability to control an automatic reaction in autism spectrum disorder.

    PubMed

    Tei, Shisei; Fujino, Junya; Hashimoto, Ryu-Ichiro; Itahashi, Takashi; Ohta, Haruhisa; Kanai, Chieko; Kubota, Manabu; Nakamura, Motoaki; Kato, Nobumasa; Takahashi, Hidehiko

    2018-05-24

    Inflexible behaviours in people with autism spectrum disorder (ASD) broadly obstruct social communication. Meanwhile, flexibility implicates cognitive control to resolve socially conflicting situations; however, it remains unclear how people with ASD behave in the face of these conflicts in this respect. We used the ultimatum game (UG) and the implicit-association test (IAT) to examine goal-directed/economic flexibility, both of which involve conflict and cognitive control. In addition, we used the Detail and Flexibility Questionnaire (DFlex) to measure inflexible everyday behaviour with diminished cognitive control and attention shifting. We observed the decreased flexibility in participants with ASD (DFlex and IAT); further, their IAT scores positively correlated with DFlex. However, in the UG, contrary to our prediction, participants with ASD accepted unfair offers more frequently than TD. These results suggest that assessing the automatic/attention processing level with the IAT could be a useful approach to study behavioural flexibility among ASD compared with the UG, which might comprise multiple response strategies besides economic rationality. Overall, the severity of inflexible daily behaviours in people with ASD may be associated with a reduced flexible attitude at an automatic level, altered attention processing and decreased cognitive control.

  17. Honesty mediates the relationship between serotonin and reaction to unfairness

    PubMed Central

    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

  18. Honesty mediates the relationship between serotonin and reaction to unfairness.

    PubMed

    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.

  19. Fast to forgive, slow to retaliate: intuitive responses in the ultimatum game depend on the degree of unfairness.

    PubMed

    Ferguson, Eamonn; Maltby, John; Bibby, Peter A; Lawrence, Claire

    2014-01-01

    Evolutionary accounts have difficulty explaining why people cooperate with anonymous strangers they will never meet. Recently models, focusing on emotional processing, have been proposed as a potential explanation, with attention focusing on a dual systems approach based on system 1 (fast, intuitive, automatic, effortless, and emotional) and system 2 (slow, reflective, effortful, proactive and unemotional). Evidence shows that when cooperation is salient, people are fast (system 1) to cooperate, but with longer delays (system 2) they show greed. This is interpreted within the framework of the social heuristic hypothesis (SHH), whereby people overgeneralize potentially advantageous intuitively learnt and internalization social norms to 'atypical' situations. We extend this to explore intuitive reactions to unfairness by integrating the SHH with the 'fast to forgive, slow to anger' (FFSA) heuristic. This suggests that it is advantageous to be prosocial when facing uncertainty. We propose that whether or not someone intuitively shows prosociality (cooperation) or retaliation is moderated by the degree (certainty) of unfairness. People should intuitively cooperate when facing mild levels of unfairness (fast to forgive) but when given longer to decide about another's mild level of unfairness should retaliate (slow to anger). However, when facing severe levels of unfairness, the intuitive response is always retaliation. We test this using a series of one-shot ultimatum games and manipulate level of offer unfairness (50:50 60:40, 70:30, 80:20, 90:10) and enforced time delays prior to responding (1s, 2s, 8s, 15s). We also measure decision times to make responses after the time delays. The results show that when facing mildly unfair offers (60:40) people are fast (intuitive) to cooperate but with longer delays reject these mildly unfair offers: 'fast to forgive, and slow to retaliate'. However, for severely unfair offers (90:10) the intuitive and fast response is to always

  20. Fast to Forgive, Slow to Retaliate: Intuitive Responses in the Ultimatum Game Depend on the Degree of Unfairness

    PubMed Central

    Ferguson, Eamonn; Maltby, John; Bibby, Peter A.; Lawrence, Claire

    2014-01-01

    Evolutionary accounts have difficulty explaining why people cooperate with anonymous strangers they will never meet. Recently models, focusing on emotional processing, have been proposed as a potential explanation, with attention focusing on a dual systems approach based on system 1 (fast, intuitive, automatic, effortless, and emotional) and system 2 (slow, reflective, effortful, proactive and unemotional). Evidence shows that when cooperation is salient, people are fast (system 1) to cooperate, but with longer delays (system 2) they show greed. This is interpreted within the framework of the social heuristic hypothesis (SHH), whereby people overgeneralize potentially advantageous intuitively learnt and internalization social norms to ‘atypical’ situations. We extend this to explore intuitive reactions to unfairness by integrating the SHH with the ‘fast to forgive, slow to anger’ (FFSA) heuristic. This suggests that it is advantageous to be prosocial when facing uncertainty. We propose that whether or not someone intuitively shows prosociality (cooperation) or retaliation is moderated by the degree (certainty) of unfairness. People should intuitively cooperate when facing mild levels of unfairness (fast to forgive) but when given longer to decide about another's mild level of unfairness should retaliate (slow to anger). However, when facing severe levels of unfairness, the intuitive response is always retaliation. We test this using a series of one-shot ultimatum games and manipulate level of offer unfairness (50:50 60:40, 70:30, 80:20, 90:10) and enforced time delays prior to responding (1s, 2s, 8s, 15s). We also measure decision times to make responses after the time delays. The results show that when facing mildly unfair offers (60:40) people are fast (intuitive) to cooperate but with longer delays reject these mildly unfair offers: ‘fast to forgive, and slow to retaliate’. However, for severely unfair offers (90:10) the intuitive and fast response

  1. 46 CFR 54.15-13 - Rupture disks (modifies UG-127).

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ...: (1) Comply with the general provisions of § 54.15-5 except as noted otherwise in this section; (2... 46 Shipping 2 2011-10-01 2011-10-01 false Rupture disks (modifies UG-127). 54.15-13 Section 54.15... VESSELS Pressure-Relief Devices § 54.15-13 Rupture disks (modifies UG-127). (a) Paragraph UG-127 of...

  2. 46 CFR 54.15-13 - Rupture disks (modifies UG-127).

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ...: (1) Comply with the general provisions of § 54.15-5 except as noted otherwise in this section; (2... 46 Shipping 2 2010-10-01 2010-10-01 false Rupture disks (modifies UG-127). 54.15-13 Section 54.15... VESSELS Pressure-Relief Devices § 54.15-13 Rupture disks (modifies UG-127). (a) Paragraph UG-127 of...

  3. 46 CFR 54.15-13 - Rupture disks (modifies UG-127).

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ...: (1) Comply with the general provisions of § 54.15-5 except as noted otherwise in this section; (2... 46 Shipping 2 2013-10-01 2013-10-01 false Rupture disks (modifies UG-127). 54.15-13 Section 54.15... VESSELS Pressure-Relief Devices § 54.15-13 Rupture disks (modifies UG-127). (a) Paragraph UG-127 of...

  4. 46 CFR 54.15-13 - Rupture disks (modifies UG-127).

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ...: (1) Comply with the general provisions of § 54.15-5 except as noted otherwise in this section; (2... 46 Shipping 2 2014-10-01 2014-10-01 false Rupture disks (modifies UG-127). 54.15-13 Section 54.15... VESSELS Pressure-Relief Devices § 54.15-13 Rupture disks (modifies UG-127). (a) Paragraph UG-127 of...

  5. 46 CFR 54.15-13 - Rupture disks (modifies UG-127).

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ...: (1) Comply with the general provisions of § 54.15-5 except as noted otherwise in this section; (2... 46 Shipping 2 2012-10-01 2012-10-01 false Rupture disks (modifies UG-127). 54.15-13 Section 54.15... VESSELS Pressure-Relief Devices § 54.15-13 Rupture disks (modifies UG-127). (a) Paragraph UG-127 of...

  6. Fairness Considerations When I Know More than You Do: Developmental Comparisons

    PubMed Central

    Overgaauw, Sandy; Güroğlu, Berna; Crone, Eveline A.

    2012-01-01

    The Ultimatum Game (UG) is a valuable paradigm to study fairness considerations. Here, we tested developmental differences between altruistic and strategic motivations in fairness considerations using a version of the UG with hidden conditions. Participants were proposers and could divide coins between themselves and an anonymous other. Hidden information conditions involved division of coins where some coins were only visible to the participant (e.g., 8/2 condition where, from the total of 10 coins, 8 coins were visible to both players and 2 coins only visible to the proposer). In total, 22 young adults and 79 children between ages 8 and 13 played multiple one-shot versions of the UG with hidden conditions with anonymous others. Overall analyses confirmed validity of the task and showed that participants of all age groups had strategic intentions. Specific task analyses revealed that adults divided the coins equally in the standard UG conditions, but gave less to the second player in the hidden information conditions. The developmental comparisons revealed an age × condition interaction, such that adults and 10- to 12-year-old children differentiated between standard and hidden conditions more than 8- to 9-year-old children. These findings indicate that young children have a basic understanding of different strategic motives, but that behavior of adults and older children is driven more by strategic intentions. PMID:23162494

  7. Unforgettable Ultimatums? Expectation Violations Promote Enhanced Social Memory Following Economic Bargaining

    PubMed Central

    Chang, Luke J.; Sanfey, Alan G.

    2009-01-01

    Recent work in the field of neuroeconomics has examined how people make decisions in interactive settings. However, less is currently known about how these social decisions influence subsequent memory for these interactions. We investigated this question by using functional magnetic resonance imaging to scan participants as they viewed photographs of people they had either recently played an Ultimatum Game with in the role of Responder, or that they had never seen before. Based on previous work that has investigated “cheater detection”, we were interested in whether participants demonstrated a relative enhanced memory for partners that made either fair or unfair proposals. We found no evidence, either behaviorally or neurally, supporting enhanced memory based on the amount of money offered by the Proposer. However, we did find that participants’ initial expectations about the offers they would experience in the game influenced their memory. Participants demonstrated relatively enhanced subjective memory for partners that made proposals that were contradictory to their initial expectations. In addition, we observed two distinct brain systems that were associated with partners that either offered more or less than the participants’ expectations. Viewing pictures of partners that exceeded initial expectations was associated with the bilateral anterior insula, anterior cingulate cortex/premotor area, striatum, and bilateral posterior hippocampi, while viewing partners that offered less than initial expectations was associated with bilateral temporal-parietal junction, right STS, bilateral posterior insula, and precuneus. These results suggest that memory for social interaction may not be guided by a specific cheater detection system, but rather a more general expectation violation system. PMID:19876405

  8. Religious Pro-Sociality? Experimental Evidence from a Sample of 766 Spaniards

    PubMed Central

    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

  9. Religious pro-sociality? Experimental evidence from a sample of 766 Spaniards.

    PubMed

    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.

  10. Effects of age-related differences in empathy on social economic decision-making.

    PubMed

    Beadle, Janelle N; Paradiso, Sergio; Kovach, Christopher; Polgreen, Linnea; Denburg, Natalie L; Tranel, Daniel

    2012-05-01

    The ways in which aging affects social economic decision-making is a central issue in the psychology of aging. To examine age-related differences in social economic decision-making as a function of empathy, 80 healthy volunteers participated in the Repeated Fixed Opponent Ultimatum Game (UG-R). Previous economic decision-making research has shown that in younger adults empathy is associated with prosocial behavior. The effects of empathy on older adult social economic decision-making are not well understood. On each of 20 consecutive trials in the UG-R, one player ("Proposer") splits $10 with another player ("Responder") who chooses either to accept (whereby both receive the proposed division) or reject (whereby neither receives anything). Trait cognitive and emotional empathy were measured using the Interpersonal Reactivity Index. UG-R data were examined as a function of age and cognitive empathy. For "unfair" offers (i.e. offers less than $5), older Responders with high cognitive empathy showed less prosocial behavior and obtained greater payoffs than younger Responders with high cognitive empathy. High levels of cognitive empathy may differentially affect economic decision-making behavior in younger and older adults. For older adults, high cognitive empathy may play a role in obtaining high financial payoffs while for younger adults it may instead be involved in facilitating social relationships.

  11. Individuals in the criminal justice system show differences in cooperative behaviour: Implications from cooperative games.

    PubMed

    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

  12. High-resolution streaming video integrated with UGS systems

    NASA Astrophysics Data System (ADS)

    Rohrer, Matthew

    2010-04-01

    Imagery has proven to be a valuable complement to Unattended Ground Sensor (UGS) systems. It provides ultimate verification of the nature of detected targets. However, due to the power, bandwidth, and technological limitations inherent to UGS, sacrifices have been made to the imagery portion of such systems. The result is that these systems produce lower resolution images in small quantities. Currently, a high resolution, wireless imaging system is being developed to bring megapixel, streaming video to remote locations to operate in concert with UGS. This paper will provide an overview of how using Wifi radios, new image based Digital Signal Processors (DSP) running advanced target detection algorithms, and high resolution cameras gives the user an opportunity to take high-powered video imagers to areas where power conservation is a necessity.

  13. Mathematically gifted adolescents have deficiencies in social valuation and mentalization.

    PubMed

    Yun, Kyongsik; Chung, Dongil; Jang, Bosun; Kim, Jin Ho; Jeong, Jaeseung

    2011-04-04

    Many mathematically gifted adolescents are characterized as being indolent, underachieving and unsuccessful despite their high cognitive ability. This is often due to difficulties with social and emotional development. However, research on social and emotional interactions in gifted adolescents has been limited. The purpose of this study was to observe differences in complex social strategic behaviors between gifted and average adolescents of the same age using the repeated Ultimatum Game. Twenty-two gifted adolescents and 24 average adolescents participated in the Ultimatum Game. Two adolescents participate in the game, one as a proposer and the other as a responder. Because of its simplicity, the Ultimatum Game is an apt tool for investigating complex human emotional and cognitive decision-making in an empirical setting. We observed strategic but socially impaired offers from gifted proposers and lower acceptance rates from gifted responders, resulting in lower total earnings in the Ultimatum Game. Thus, our results indicate that mathematically gifted adolescents have deficiencies in social valuation and mentalization.

  14. How reinforcer type affects choice in economic games.

    PubMed

    Fantino, Edmund; Gaitan, Santino; Kennelly, Art; Stolarz-Fantino, Stephanie

    2007-06-01

    Behavioral economists stress that experiments on judgment and decision-making using economic games should be played with real money if the results are to have generality. Behavior analysts have sometimes disputed this contention and have reported results in which hypothetical rewards and real money have produced comparable outcomes. We review studies that have compared hypothetical and real money and discuss the results of two relevant experiments. In the first, using the Sharing Game developed in our laboratory, subjects' choices differed markedly depending on whether the rewards were real or hypothetical. In the second, using the Ultimatum and Dictator Games, we again found sharp differences between real and hypothetical rewards. However, this study also showed that time off from a tedious task could serve as a reinforcer every bit as potent as money. In addition to their empirical and theoretical contributions, these studies make the methodological point that meaningful studies may be conducted with economic games without spending money: time off from a tedious task can serve as a powerful reward.

  15. 46 CFR 54.05-1 - Scope (replaces UG-84).

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 46 Shipping 2 2014-10-01 2014-10-01 false Scope (replaces UG-84). 54.05-1 Section 54.05-1 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Toughness Tests § 54.05-1 Scope (replaces UG-84). The toughness tests of materials used in pressure vessels shall be as required by this subpart in lieu of...

  16. 46 CFR 54.05-1 - Scope (replaces UG-84).

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 46 Shipping 2 2012-10-01 2012-10-01 false Scope (replaces UG-84). 54.05-1 Section 54.05-1 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Toughness Tests § 54.05-1 Scope (replaces UG-84). The toughness tests of materials used in pressure vessels shall be as required by this subpart in lieu of...

  17. 46 CFR 54.05-1 - Scope (replaces UG-84).

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... 46 Shipping 2 2010-10-01 2010-10-01 false Scope (replaces UG-84). 54.05-1 Section 54.05-1 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Toughness Tests § 54.05-1 Scope (replaces UG-84). The toughness tests of materials used in pressure vessels shall be as required by this subpart in lieu of...

  18. 46 CFR 54.05-1 - Scope (replaces UG-84).

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 46 Shipping 2 2011-10-01 2011-10-01 false Scope (replaces UG-84). 54.05-1 Section 54.05-1 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Toughness Tests § 54.05-1 Scope (replaces UG-84). The toughness tests of materials used in pressure vessels shall be as required by this subpart in lieu of...

  19. 46 CFR 54.05-1 - Scope (replaces UG-84).

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 46 Shipping 2 2013-10-01 2013-10-01 false Scope (replaces UG-84). 54.05-1 Section 54.05-1 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Toughness Tests § 54.05-1 Scope (replaces UG-84). The toughness tests of materials used in pressure vessels shall be as required by this subpart in lieu of...

  20. Applications of Universal Grammar (UG) in the ESL/EFL Classroom

    ERIC Educational Resources Information Center

    Kirkwold, Lorne O.

    2007-01-01

    The article proposes Stern's (1983) framework for classifying issues related to instruction in order to ascertain the relevance of Universal Grammar (UG) in the ESL/EFL classroom. Discussed in this article, particularly as UG pertains to them, are issues related to: (a) L1 transfer; (b) teaching rules and giving error correction versus presenting…

  1. 46 CFR 54.10-15 - Pneumatic test (modifies UG-100).

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 46 Shipping 2 2013-10-01 2013-10-01 false Pneumatic test (modifies UG-100). 54.10-15 Section 54.10-15 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Inspection, Reports, and Stamping § 54.10-15 Pneumatic test (modifies UG-100). (a) Pneumatic testing of welded pressure vessels shall be...

  2. 46 CFR 54.10-15 - Pneumatic test (modifies UG-100).

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 46 Shipping 2 2012-10-01 2012-10-01 false Pneumatic test (modifies UG-100). 54.10-15 Section 54.10-15 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Inspection, Reports, and Stamping § 54.10-15 Pneumatic test (modifies UG-100). (a) Pneumatic testing of welded pressure vessels shall be...

  3. 46 CFR 54.10-15 - Pneumatic test (modifies UG-100).

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 46 Shipping 2 2014-10-01 2014-10-01 false Pneumatic test (modifies UG-100). 54.10-15 Section 54.10-15 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Inspection, Reports, and Stamping § 54.10-15 Pneumatic test (modifies UG-100). (a) Pneumatic testing of welded pressure vessels shall be...

  4. Heart-rate deceleration predicting the determination of costly punishment: Implications for its involvement in cognitive effort expended in overriding self-interest.

    PubMed

    Osumi, Takahiro; Ohira, Hideki

    2016-11-01

    Previous studies have investigated which biological markers predict the decision to reject unfair monetary offers, termed costly punishment, in the ultimatum game (UG). One study showed that a phasic deceleratory response in heart rate (HR) is evoked in the responder more readily by offers that will be rejected than by offers that will be accepted. However, owing to the paucity of supporting evidence, it remains unclear whether and why HR deceleration can predict the decisions of UG responders. In this paper, we report two separate studies (Study 1 and Study 2) using modified versions of the UG to explore factors modulating HR deceleration. In Study 1, as well as unfair offers, fair offers induced greater HR deceleration when responders were forced to reject offers compared to when they were forced to accept offers. In Study 2, a high rejection rate for very unfair offers was sustained, regardless of the size of the offers, but HR deceleration was increased for unfair but large offers, relative to unfair, small offers. Moreover, HR deceleration was associated with the rejection of large offers. However, across the two studies, HR deceleration did not simply vary depending on unfairness. These findings support the possibility that HR decelerates as a function of cognitive load in determining costly punishment. Copyright © 2016 Elsevier B.V. All rights reserved.

  5. Effects of Age-related Differences in Empathy on Social Economic Decision-Making

    PubMed Central

    Beadle, Janelle N.; Paradiso, Sergio; Kovach, Christopher; Polgreen, Linnea; Denburg, Natalie; Tranel, Daniel

    2012-01-01

    Background The ways in which aging affects social economic decision-making is a central issue in the psychology of aging. To examine age-related differences in social economic decision-making as a function of empathy, 80 healthy volunteers participated in the Repeated Fixed Opponent Ultimatum Game (UG-R). Previous economic decision making research has shown that in younger adults empathy is associated with prosocial behavior. The effects of empathy on older adult social economic decision-making are not well understood. Methods On each of 20 consecutive trials in the UG-R, one player (“Proposer”) splits ten dollars with another player (“Responder”) who chooses either to accept (whereby both receive the proposed division) or reject (whereby neither receives anything). Trait cognitive and emotional empathy were measured using the Interpersonal Reactivity Index. Results UG-R data were examined as a function of age and cognitive empathy. For unfair offers (i.e., offers less than $5), older Responders with high cognitive empathy showed less prosocial behavior and obtained greater payoffs than younger Responders with high cognitive empathy. Conclusions High levels of cognitive empathy may differentially affect economic decision making behavior in younger and older adults. For older adults, high cognitive empathy may be involved in obtaining high financial payoffs while for younger adults it may instead facilitate social relationships. PMID:22237008

  6. Predicting human decisions in socioeconomic interaction using real-time functional magnetic resonance imaging (rtfMRI)

    NASA Astrophysics Data System (ADS)

    Hollmann, Maurice; Mönch, Tobias; Müller, Charles; Bernarding, Johannes

    2009-02-01

    A major field in cognitive neuroscience investigates neuronal correlates of human decision-making processes [1, 2]. Is it possible to predict a decision before it is actually revealed by the volunteer? In the presented manuscript we use a standard paradigm from economic behavioral research that proved emotional influences on human decision making: the Ultimatum Game (UG). In the UG, two players have the opportunity to split a sum of money. One player is deemed the proposer and the other, the responder. The proposer makes an offer as to how this money should be split between the two. The second player can either accept or reject this offer. If it is accepted, the money is split as proposed. If rejected, then neither player receives anything. In the presented study a real-time fMRI system was used to derive the brain activation of the responder. Using a Relevance-Vector-Machine classifier it was possible to predict if the responder will accept or reject an offer. The classification result was presented to the operator 1-2 seconds before the volunteer pressed a button to convey his decision. The classification accuracy reached about 70% averaged over six subjects.

  7. Action Being Character: A Promising Perspective on the Solution Concept of Game Theory

    PubMed Central

    Deng, Kuiying; Chu, Tianguang

    2011-01-01

    The inconsistency of predictions from solution concepts of conventional game theory with experimental observations is an enduring question. These solution concepts are based on the canonical rationality assumption that people are exclusively self-regarding utility maximizers. In this article, we think this assumption is problematic and, instead, assume that rational economic agents act as if they were maximizing their implicit utilities, which turns out to be a natural extension of the canonical rationality assumption. Implicit utility is defined by a player's character to reflect his personal weighting between cooperative, individualistic, and competitive social value orientations. The player who actually faces an implicit game chooses his strategy based on the common belief about the character distribution for a general player and the self-estimation of his own character, and he is not concerned about which strategies other players will choose and will never feel regret about his decision. It is shown by solving five paradigmatic games, the Dictator game, the Ultimatum game, the Prisoner's Dilemma game, the Public Goods game, and the Battle of the Sexes game, that the framework of implicit game and its corresponding solution concept, implicit equilibrium, based on this alternative assumption have potential for better explaining people's actual behaviors in social decision making situations. PMID:21573055

  8. Action being character: a promising perspective on the solution concept of game theory.

    PubMed

    Deng, Kuiying; Chu, Tianguang

    2011-05-09

    The inconsistency of predictions from solution concepts of conventional game theory with experimental observations is an enduring question. These solution concepts are based on the canonical rationality assumption that people are exclusively self-regarding utility maximizers. In this article, we think this assumption is problematic and, instead, assume that rational economic agents act as if they were maximizing their implicit utilities, which turns out to be a natural extension of the canonical rationality assumption. Implicit utility is defined by a player's character to reflect his personal weighting between cooperative, individualistic, and competitive social value orientations. The player who actually faces an implicit game chooses his strategy based on the common belief about the character distribution for a general player and the self-estimation of his own character, and he is not concerned about which strategies other players will choose and will never feel regret about his decision. It is shown by solving five paradigmatic games, the Dictator game, the Ultimatum game, the Prisoner's Dilemma game, the Public Goods game, and the Battle of the Sexes game, that the framework of implicit game and its corresponding solution concept, implicit equilibrium, based on this alternative assumption have potential for better explaining people's actual behaviors in social decision making situations.

  9. 46 CFR 54.01-25 - Miscellaneous pressure components (modifies UG-11).

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 46 Shipping 2 2014-10-01 2014-10-01 false Miscellaneous pressure components (modifies UG-11). 54.01-25 Section 54.01-25 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS General Requirements § 54.01-25 Miscellaneous pressure components (modifies UG-11). (a) Pressure components for pressure...

  10. 46 CFR 54.01-25 - Miscellaneous pressure components (modifies UG-11).

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 46 Shipping 2 2011-10-01 2011-10-01 false Miscellaneous pressure components (modifies UG-11). 54.01-25 Section 54.01-25 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS General Requirements § 54.01-25 Miscellaneous pressure components (modifies UG-11). (a) Pressure components for pressure...

  11. 46 CFR 54.01-25 - Miscellaneous pressure components (modifies UG-11).

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 46 Shipping 2 2013-10-01 2013-10-01 false Miscellaneous pressure components (modifies UG-11). 54.01-25 Section 54.01-25 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS General Requirements § 54.01-25 Miscellaneous pressure components (modifies UG-11). (a) Pressure components for pressure...

  12. 46 CFR 54.01-25 - Miscellaneous pressure components (modifies UG-11).

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... 46 Shipping 2 2010-10-01 2010-10-01 false Miscellaneous pressure components (modifies UG-11). 54.01-25 Section 54.01-25 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS General Requirements § 54.01-25 Miscellaneous pressure components (modifies UG-11). (a) Pressure components for pressure...

  13. 46 CFR 54.01-25 - Miscellaneous pressure components (modifies UG-11).

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 46 Shipping 2 2012-10-01 2012-10-01 false Miscellaneous pressure components (modifies UG-11). 54.01-25 Section 54.01-25 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS General Requirements § 54.01-25 Miscellaneous pressure components (modifies UG-11). (a) Pressure components for pressure...

  14. Game Theory, Conditional Preferences, and Social Influence

    PubMed Central

    Stirling, Wynn C.; Felin, Teppo

    2013-01-01

    Neoclassical noncooperative game theory is based on a simple, yet powerful synthesis of mathematical and logical concepts: unconditional and immutable preference orderings and individual rationality. Although this structure has proven useful for characterizing competitive multi-player behavior, its applicability to scenarios involving complex social relationships is problematic. In this paper we directly address this limitation by the introduction of a conditional preference structure that permits players to modulate their preference orderings as functions of the preferences of other players. Embedding this expanded preference structure in a formal and graphical framework provides a systematic approach for characterizing a complex society. The result is an influence network that allows conditional preferences to propagate through the community, resulting in an emergent social model which characterizes all of the social relationships that exist and which leads to solution concepts that account for both group and individual interests. The Ultimatum game is presented as an example of how social influence can be modeled with conditional preferences. PMID:23451078

  15. Game theory, conditional preferences, and social influence.

    PubMed

    Stirling, Wynn C; Felin, Teppo

    2013-01-01

    Neoclassical noncooperative game theory is based on a simple, yet powerful synthesis of mathematical and logical concepts: unconditional and immutable preference orderings and individual rationality. Although this structure has proven useful for characterizing competitive multi-player behavior, its applicability to scenarios involving complex social relationships is problematic. In this paper we directly address this limitation by the introduction of a conditional preference structure that permits players to modulate their preference orderings as functions of the preferences of other players. Embedding this expanded preference structure in a formal and graphical framework provides a systematic approach for characterizing a complex society. The result is an influence network that allows conditional preferences to propagate through the community, resulting in an emergent social model which characterizes all of the social relationships that exist and which leads to solution concepts that account for both group and individual interests. The Ultimatum game is presented as an example of how social influence can be modeled with conditional preferences.

  16. Reappraising the ultimatum: an fMRI study of emotion regulation and decision making.

    PubMed

    Grecucci, Alessandro; Giorgetta, Cinzia; Van't Wout, Mascha; Bonini, Nicolao; Sanfey, Alan G

    2013-02-01

    Emotion regulation strategies provide a means by which to modulate our social behavior. In this study, we investigated the effect of using reappraisal to both up- and downregulate social decision making. After being instructed on how to use reappraisal, participants played the Ultimatum Game while undergoing functional magnetic resonance imaging and applied the strategies of upregulation (reappraising the proposer's intentions as more negative), down-regulation (reappraising the proposer's intentions as less negative), as well as a baseline "look" condition. As hypothesized, when reappraising, decision acceptance rates were altered, with a greater number of unfair offers accepted while down-regulating and a greater number of unfair offers rejected while upregulating, both relative to the baseline condition. At the neural level, during reappraisal, significant activations were observed in the inferior and middle frontal gyrus (MFG), in addition to the medial prefrontal cortex and cingulate gyrus for unfair offers only. Regulated decisions involved left inferior frontal gyrus for upregulation and MFG for down-regulation strategies, respectively. Importantly, the effects of emotion modulation were evident in posterior insula, with less activation for down-regulation and more activation for upregulation in these areas. Notably, we show for the first time that top-down strategies such as reappraisal strongly affect our socioeconomic decisions.

  17. Krushchev and the Berlin "Ultimatum": The Jackal Syndrome and the Cold War

    ERIC Educational Resources Information Center

    Altschull, J. Herbert

    1977-01-01

    When a Soviet note dispatched to Britain, France, and the United States in 1958 was termed an ultimatum by the "Lion" (the New York "Times"), most of the press followed suit, although other explanations of the note were available; this pattern illustrates the phenomenon designated as the "jackal syndrome." (GW)

  18. The Influence of Counterfactual Comparison on Fairness in Gain-Loss Contexts.

    PubMed

    Li, Qi; Wang, Chunsheng; Taxer, Jamie; Yang, Zhong; Zheng, Ya; Liu, Xun

    2017-01-01

    Fairness perceptions may be affected by counterfactual comparisons. Although certain studies using a two-player ultimatum game (UG) have shown that comparison with the proposers influences the responders' fairness perceptions in a gain context, the effect of counterfactual comparison in a UG with multiple responders or proposers remains unclear, especially in a loss context. To resolve these issues, this study used a modified three-player UG with multiple responders in Experiment 1 and multiple proposers in Experiment 2 to examine the influence of counterfactual comparison on fairness-related decision-making in gain and loss contexts. The two experiments consistently showed that regardless of the gain or loss context, the level of inequality of the offer and counterfactual comparison influenced acceptance rates (ARs), response times (RTs), and fairness ratings (FRs). If the offers that were received were better than the counterfactual offers, unequal offers were more likely to be accepted than equal offers, and participants were more likely to report higher FRs and to make decisions more quickly. In contrast, when the offers they received were worse than the counterfactual offers, participants were more likely to reject unequal offers than equal offers, reported lower FRs, and made decisions more slowly. These results demonstrate that responders' fairness perceptions are influenced by not only comparisons of the absolute amount of money that they would receive but also specific counterfactuals from other proposers or responders. These findings improve our understanding of fairness perceptions.

  19. The Influence of Counterfactual Comparison on Fairness in Gain-Loss Contexts

    PubMed Central

    Li, Qi; Wang, Chunsheng; Taxer, Jamie; Yang, Zhong; Zheng, Ya; Liu, Xun

    2017-01-01

    Fairness perceptions may be affected by counterfactual comparisons. Although certain studies using a two-player ultimatum game (UG) have shown that comparison with the proposers influences the responders' fairness perceptions in a gain context, the effect of counterfactual comparison in a UG with multiple responders or proposers remains unclear, especially in a loss context. To resolve these issues, this study used a modified three-player UG with multiple responders in Experiment 1 and multiple proposers in Experiment 2 to examine the influence of counterfactual comparison on fairness-related decision-making in gain and loss contexts. The two experiments consistently showed that regardless of the gain or loss context, the level of inequality of the offer and counterfactual comparison influenced acceptance rates (ARs), response times (RTs), and fairness ratings (FRs). If the offers that were received were better than the counterfactual offers, unequal offers were more likely to be accepted than equal offers, and participants were more likely to report higher FRs and to make decisions more quickly. In contrast, when the offers they received were worse than the counterfactual offers, participants were more likely to reject unequal offers than equal offers, reported lower FRs, and made decisions more slowly. These results demonstrate that responders' fairness perceptions are influenced by not only comparisons of the absolute amount of money that they would receive but also specific counterfactuals from other proposers or responders. These findings improve our understanding of fairness perceptions. PMID:28536542

  20. 46 CFR 54.10-5 - Maximum allowable working pressure (reproduces UG-98).

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 46 Shipping 2 2013-10-01 2013-10-01 false Maximum allowable working pressure (reproduces UG-98). 54.10-5 Section 54.10-5 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Inspection, Reports, and Stamping § 54.10-5 Maximum allowable working pressure (reproduces UG-98). (a) The maximum allowable...

  1. 46 CFR 54.10-5 - Maximum allowable working pressure (reproduces UG-98).

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 46 Shipping 2 2011-10-01 2011-10-01 false Maximum allowable working pressure (reproduces UG-98). 54.10-5 Section 54.10-5 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Inspection, Reports, and Stamping § 54.10-5 Maximum allowable working pressure (reproduces UG-98). (a) The maximum allowable...

  2. 46 CFR 54.10-5 - Maximum allowable working pressure (reproduces UG-98).

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 46 Shipping 2 2014-10-01 2014-10-01 false Maximum allowable working pressure (reproduces UG-98). 54.10-5 Section 54.10-5 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Inspection, Reports, and Stamping § 54.10-5 Maximum allowable working pressure (reproduces UG-98). (a) The maximum allowable...

  3. 46 CFR 54.10-5 - Maximum allowable working pressure (reproduces UG-98).

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 46 Shipping 2 2012-10-01 2012-10-01 false Maximum allowable working pressure (reproduces UG-98). 54.10-5 Section 54.10-5 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS Inspection, Reports, and Stamping § 54.10-5 Maximum allowable working pressure (reproduces UG-98). (a) The maximum allowable...

  4. Analytical Review of Universal Grammar (UG) Approach on Second Language Acquisition (SLA)

    ERIC Educational Resources Information Center

    Irwandy

    2015-01-01

    The aim of this paper is to explore the analysis of Universal Grammar (UG) approach on Second Language Acquisition (SLA). This paper is significant as the sources for teacher or researcher of the second language since this elaboration is deeply focusing on the use of UG on SLA. The method used in this academic writing is inductive method of…

  5. Tend to Compare and Tend to Be Fair: The Relationship between Social Comparison Sensitivity and Justice Sensitivity

    PubMed Central

    Zhen, Shanshan; Yu, Rongjun

    2016-01-01

    Social comparison is a prerequisite for processing fairness, although the two types of cognition may be associated with different emotions. Whereas social comparison may induce envy, the perception of unfairness may elicit anger. Yet, it remains unclear whether people who tend to have a strong sense of fairness also tend to compare themselves more with others. Here, Study 1 used a modified ultimatum game (UG) and a social comparison game (SCG) to examine the relationship between justice sensitivity and social comparison sensitivity in 51 young adults. Study 2 examined self-reported social comparison and justice sensitivity in 142 young adults. Both studies showed a positive correlation between social comparison sensitivity and justice sensitivity. We reason that social comparison and justice sensitivity have an important positive correlation in human decision-making. The rejection of self-disadvantageous inequality offers may be due to the social comparison effect, which suggests that the tendency to compare oneself with others may contribute to having a strong sense of justice. Our findings suggest that the predictions of game theory may vary depending on the social culture context and incorporating notions of fairness and social comparison tendency may be essential to better predict the actual behavior of players in social interactive situations. PMID:27214372

  6. Selective Fair Behavior as a Function of Psychopathic Traits in a Subclinical Population.

    PubMed

    Osumi, Takahiro; Ohira, Hideki

    2017-01-01

    Psychopathy is a group of personality traits that are associated with violations of social norms. Previous studies have suggested that people with psychopathic traits in subclinical populations do not necessarily display antisocial, self-defeating behaviors, and instead may strategically show adaptive behaviors in response to cues during reciprocal social interactions. Therefore, in the present study, we examined whether the association between psychopathic traits and unfair behavior can be moderated by a potential for punishment and social distance (anonymity), which are known to facilitate fair behavior. We focused on two psychopathic traits: primary and secondary psychopathy. Primary psychopathy is characterized by callousness, shallow affect, manipulation, and superficial charm. In contrast, secondary psychopathy is associated with impulsivity and lack of long-term goals, and is related to hostile behavior. A total of 348 undergraduate students determined the amounts of money that they would offer to strangers or friends at their university in hypothetical scenarios of the ultimatum game (UG) and the dictator game (DG). While gender affected decisions in the hypothetical scenarios of the DG, it did not interact with psychopathic traits. The score for primary psychopathy on the Levenson self-report psychopathy scale predicted unfair monetary offers to strangers in the DG, where participants could not be punished. However, compared with their offers in the DG, individuals with higher scores for primary psychopathy made larger offers in the UG, where low offers could trigger punishment from the recipient. Moreover, primary psychopathy did not decrease the amounts of offers in either game when the participant considered the recipient to be a friend. On the other hand, secondary psychopathy was not associated with differences in behavioral fairness depending on a potential for punishment or social distance. Based on these findings, we discuss strategic social skills

  7. Radar Observations of Near-Earth Asteroids 2000 UG11 and 2000 UK11

    NASA Technical Reports Server (NTRS)

    Nolan, M. C.; Margot, J.-L.; Howell, E. S.; Benner, L. A. M.; Ostro, S. J.; Jurgens, R. F.; Giorgini, J. D.; Campbell, D. B.

    2001-01-01

    Two small near-Earth asteroids, 2000 UG11 and 2000 UK11 were observed using the Arecibo and Goldstone radars a week after their discovery. 2000 UK11 is a rapidly rotating (3 min) approximately 30 m solid body. 2000 UG11 is two bodies separated by at least 300 m Additional information is contained in the original extended abstract..

  8. Know your neighbor: The impact of social context on fairness behavior

    PubMed Central

    2018-01-01

    Laboratory experiments offer an opportunity to isolate human behaviors with a level of precision that is often difficult to obtain using other (survey-based) methods. Yet, experimental tasks are often stripped of any social context, implying that inferences may not directly map to real world contexts. We randomly allocate 632 individuals (grouped randomly into 316 dyads) from small villages in Sierra Leone to four versions of the ultimatum game. In addition to the classic ultimatum game, where both the sender and receiver are anonymous, we reveal the identity of the sender, the receiver or both. This design allows us to explore how fairness behavior is affected by social context in a natural setting where players are drawn from populations that are well-acquainted. We find that average offers increase when the receiver’s identity is revealed, suggesting that anonymous ultimatum games underestimate expected fair offers. This study suggest that researchers wishing to relate laboratory behavior to contexts in which the participants are well-acquainted should consider revealing the identities of the players during game play. PMID:29641584

  9. Creation of second order magnetic barrier inside chaos created by NTMs in the ASDEX UG

    NASA Astrophysics Data System (ADS)

    Ali, Halima; Punjabi, Alkesh

    2012-10-01

    Understanding and stabilization of neoclassical tearing modes (NTM) in tokamaks is an important problem. For low temperature plasmas, tearing modes are believed to be mainly driven by current density gradient. For collisionless plasmas, even when plasma is stable to classical tearing modes, helical reduction in bootstrap current in O-point of an island can destabilize NTMs when an initial island is seeded by other global MHD instabilities or when microturbulence triggers the transition from a linear to nonlinear instability. The onset of NTMs leads to the most serious beta limit in ASDEX UG tokamak [O. Gubner et al 2005 NF 39 1321]. The important NTMs in the ASDDEX UG are (m,n)=(3,2)+(4,3)+(1,1). Realistic parameterization of these NTMs and the safety factor in ASDEX UG are given in [O. Dumbrajs et al 2005 POP 12 1107004]. We use a symplectic map in magnetic coordinates for the ASDEX UG to integrate field lines in presence of the NTMs. We add a second order control term [H. Ali and A. Punjabi 2007 PPCF 49 1565] to this ASDEX UG field line Hamiltonian to create an invariant magnetic surface inside the chaos generated by the NTMs. The relative strength, robustness, and resilience of this barrier are studied to ascertain the most desirable noble barrier in the ASDEX UG with NTMs. We present preliminary results of this work, and discuss its implications with regard to magnetic transport barriers for increasing strength of magnetic perturbations. This work is supported by the grants DE-FG02-01ER54624 and DE-FG02-04ER54793.

  10. Heterogeneous Motives in the Trust Game: A Tale of Two Roles

    PubMed Central

    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

  11. 46 CFR 54.01-35 - Corrosion (modifies UG- 25).

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 46 Shipping 2 2012-10-01 2012-10-01 false Corrosion (modifies UG- 25). 54.01-35 Section 54.01-35 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS... weather or mechanical damage are not acceptable. Note: No applied linings except as provided in Part UCL...

  12. 46 CFR 54.01-35 - Corrosion (modifies UG- 25).

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 46 Shipping 2 2011-10-01 2011-10-01 false Corrosion (modifies UG- 25). 54.01-35 Section 54.01-35 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS... weather or mechanical damage are not acceptable. Note: No applied linings except as provided in Part UCL...

  13. 46 CFR 54.01-35 - Corrosion (modifies UG- 25).

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 46 Shipping 2 2014-10-01 2014-10-01 false Corrosion (modifies UG- 25). 54.01-35 Section 54.01-35 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS... weather or mechanical damage are not acceptable. Note: No applied linings except as provided in part UCL...

  14. 46 CFR 54.01-35 - Corrosion (modifies UG- 25).

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... 46 Shipping 2 2010-10-01 2010-10-01 false Corrosion (modifies UG- 25). 54.01-35 Section 54.01-35 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS... weather or mechanical damage are not acceptable. Note: No applied linings except as provided in Part UCL...

  15. 46 CFR 54.01-35 - Corrosion (modifies UG- 25).

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 46 Shipping 2 2013-10-01 2013-10-01 false Corrosion (modifies UG- 25). 54.01-35 Section 54.01-35 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) MARINE ENGINEERING PRESSURE VESSELS... weather or mechanical damage are not acceptable. Note: No applied linings except as provided in part UCL...

  16. Identification and validation of single nucleotide polymorphic markers linked to Ug99 stem rust resistance in spring wheat

    PubMed Central

    Chao, Shiaoman; Singh, Ravi P.; Sorrells, Mark E.

    2017-01-01

    Wheat stem rust (Puccinia graminis f. sp. tritici Eriks. and E. Henn.) is one of the most destructive diseases world-wide. Races belonging to Ug99 (or TTKSK) continue to cause crop losses in East Africa and threaten global wheat production. Developing and deploying wheat varieties with multiple race-specific genes or complex adult plant resistance is necessary to achieve durability. In the present study, we applied genome-wide association studies (GWAS) for identifying loci associated with the Ug99 stem rust resistance (SR) in a panel of wheat lines developed at the International Maize and Wheat Improvement Center (CIMMYT). Genotyping was carried out using the wheat 9K iSelect single nucleotide polymorphism (SNP) chip. Phenotyping was done in the field in Kenya by infection of Puccinia graminis f. sp. tritici race TTKST, the Sr24-virulent variant of Ug99. Marker-trait association identified 12 SNP markers significantly associated with resistance. Among them, 7 were mapped on five chromosomes. Markers located on chromosomes 4A and 4B overlapped with the location of the Ug99 resistance genes SrND643 and Sr37, respectively. Markers identified on 7DL were collocated with Sr25. Additional significant markers were located in the regions where no Sr gene has been reported. The chromosome location for five of the SNP markers was unknown. A BLASTN search of the NCBI database using the flanking sequences of the SNPs associated with Ug99 resistance revealed that several markers were linked to plant disease resistance analogues, while others were linked to regulatory factors or metabolic enzymes. A KASP (Kompetitive Allele Specific PCR) assay was used for validating six marker loci linked to genes with resistance to Ug99. Of those, four co-segregated with the Sr25-pathotypes while the rest identified unknown resistance genes. With further investigation, these markers can be used for marker-assisted selection in breeding for Ug99 stem rust resistance in wheat. PMID:28241006

  17. No Robust Association between Static Markers of Testosterone and Facets of Socio-Economic Decision Making

    PubMed Central

    Kaltwasser, Laura; Mikac, Una; Buško, Vesna; Hildebrandt, Andrea

    2017-01-01

    Digit ratio (2D:4D) and facial width-to-height ratio (WHR) are supposedly static indicators of testosterone exposition during prenatal and pubertal lifetime, respectively. Both measures have been linked to aggressive and assertive behavior in laboratory economic games, as well as in real world scenarios. Most of the research—often limited to male subjects—considers the associations between these behaviors, traits, and hormonal markers separately for 2D:4D and WHR. Reported associations are weak and volatile. In the present study we had independent raters assess 2D:4D and WHR in a sample of N = 175 participants who played the ultimatum game (UG). Respondent behavior in UG captures the tendency to reject unfair offers (negative reciprocity). If unfair UG offers are seen as provocations, then individuals with stronger testosterone exposition may be more prone to reject such offers. Economists argue that negative reciprocity reflects altruistic punishment, since the rejecting individual is sacrificing own resources. However, recent studies suggest that self-interest, in terms of status defense plays a substantial role in decisions to reject unfair offers. We also assessed social preferences by social value orientation and assertiveness via self-report. By applying structural equation modeling we estimated the latent level association of 2D:4D and WHR with negative reciprocity, assertiveness and prosociality in both sexes. Results revealed no robust association between any of the trait measures and hormonal markers. The measures of 2D:4D and WHR were not related with each other. Multigroup models based on sex suggested invariance of factor loadings allowing to compare hormone-behavior relationships of females and males. Only when collapsing across sex greater WHR was weakly associated with assertiveness, suggesting that individuals with wider faces tend to express greater status defense. Only the right hand 2D:4D was weakly associated with prosocial behavior

  18. No Robust Association between Static Markers of Testosterone and Facets of Socio-Economic Decision Making.

    PubMed

    Kaltwasser, Laura; Mikac, Una; Buško, Vesna; Hildebrandt, Andrea

    2017-01-01

    Digit ratio (2D:4D) and facial width-to-height ratio (WHR) are supposedly static indicators of testosterone exposition during prenatal and pubertal lifetime, respectively. Both measures have been linked to aggressive and assertive behavior in laboratory economic games, as well as in real world scenarios. Most of the research-often limited to male subjects-considers the associations between these behaviors, traits, and hormonal markers separately for 2D:4D and WHR. Reported associations are weak and volatile. In the present study we had independent raters assess 2D:4D and WHR in a sample of N = 175 participants who played the ultimatum game (UG). Respondent behavior in UG captures the tendency to reject unfair offers (negative reciprocity). If unfair UG offers are seen as provocations, then individuals with stronger testosterone exposition may be more prone to reject such offers. Economists argue that negative reciprocity reflects altruistic punishment, since the rejecting individual is sacrificing own resources. However, recent studies suggest that self-interest, in terms of status defense plays a substantial role in decisions to reject unfair offers. We also assessed social preferences by social value orientation and assertiveness via self-report. By applying structural equation modeling we estimated the latent level association of 2D:4D and WHR with negative reciprocity, assertiveness and prosociality in both sexes. Results revealed no robust association between any of the trait measures and hormonal markers. The measures of 2D:4D and WHR were not related with each other. Multigroup models based on sex suggested invariance of factor loadings allowing to compare hormone-behavior relationships of females and males. Only when collapsing across sex greater WHR was weakly associated with assertiveness, suggesting that individuals with wider faces tend to express greater status defense. Only the right hand 2D:4D was weakly associated with prosocial behavior, indicating

  19. Neural substrates of male parochial altruism are modulated by testosterone and behavioral strategy.

    PubMed

    Reimers, Luise; Büchel, Christian; Diekhof, Esther K

    2017-08-01

    Parochial altruism refers to ingroup favoritism and outgroup hostility and has recently been linked to testosterone. Here, we investigated the neurobiological mechanism of parochial altruism in male soccer fans playing the ultimatum game (UG) against ingroup and outgroup members (i.e., fans of the favorite or of a rivalling team) using functional magnetic resonance imaging. Our results suggest that individual differences in altruistic tendency influence the tendency for parochialism. While altruistic subjects rejected unfair offers independent of team membership, the more self-oriented 'pro-selfs' displayed a stronger ingroup bias and rejected outgroup offers more often. However, during a second session that introduced a team competition the altruists adapted to this parochial pattern. Behavioral strategy was further characterized by dissociable and context-dependent correlations between endogenous testosterone and neural responses in the anterior insula and the ventromedial prefrontal cortex. In sum, the present findings indicate that parochial altruism is shaped by individual differences in testosterone and behavioral strategy. In that way the results are in line with evolutionary theories of both individual and group selection. Copyright © 2017 Elsevier Inc. All rights reserved.

  20. On the possible fault activation induced by UGS in depleted reservoirs

    NASA Astrophysics Data System (ADS)

    Feronato, Massimiliano; Gambolati, Giuseppe; Janna, Carlo; Teatini, Pietro; Tosattto, Omar

    2014-05-01

    Underground gas storage (UGS) represents an increasingly used approach to cope with the growing energy demand and occurs in many countries worldwide. Gas is injected in previously depleted deep reservoirs during summer when consumption is limited and removed in cold season mainly for heating. As a major consequence the pore pressure p within a UGS reservoir fluctuates yearly between a maximum close to the value pi prior to the field development and a minimum usually larger than the lowest pressure experienced by the reservoir at the end of its production life. The high frequency pressure fluctuations generally confine the pressure change volume to the reservoir volume without significantly involving the aquifers hydraulically connected to the hydrocarbon field (lateral and/or bottom waterdrive). The risk of UGS-induced seismicity is therefore restricted to those cases where existing faults cross or bound the reservoir. The possible risk of anthropogenic seismicity due to UGS operations is preliminary investigated by an advanced Finite Element (FE) - Interface Element (IE) 3-D elasto-plastic geomechanical model in a representative 1500 m deep reservoir bounded by a regional sealing fault and compartimentalized by an internal non-sealing thrust. Gas storage/production is ongoing with p ranging between pi in October/November and 60%pi in April/May. The yearly pressure fluctuation is assumed to be on the order of 50 bar. The overall geomechanical response of the porous medium has been calibrated by reproducing the vertical and horizontal cyclic displacements measured above the reservoir by advanced persistent scatterer interferometry. The FE-IE model shows that the stress variations remain basically confined within the gas field and negligibly propagate within the caprock and the waterdrive. Based on the Mohr-Coulomb failure criterion, IEs allow for the prediction of the fault activated area A, located at the reservoir depth as expected, and slip displacement d. A

  1. Age Differences in the Influence of Induced Negative Emotion on Decision-Making: The Role of Emotion Regulation.

    PubMed

    You, Xuqun; Ju, Chengting; Wang, Mo; Zhang, Baoshan; Liu, Pei

    2017-11-19

    In this study, we hypothesized that there is an age difference in the influence of negative emotion on decision-making and that this age difference is related to emotion regulation strategies. We carried out two studies. In the first, the older and younger adults completed the ultimatum game (UG) while in either an induced negative emotional or a neutral context. In the second, both the older and younger adults completed the UG while in an induced negative emotion while using either emotion reappraisal or expressive suppression to regulate their emotions during the task. The first study showed that, unlike younger adults, the older adults made similar choices in the neutral and negative induction groups. In addition, the older adults predominantly used a reappraisal strategy in both the negative and neutral emotional states, whereas the younger adults predominantly used a suppression strategy in the negative emotional state. In the second study, after the emotion regulation strategies were experimentally manipulated so that both age groups used the same strategy, we found no age difference in decision-making. Our findings indicated that the influence of negative emotion on decision-making differs between older and younger adults and that this age difference was associated with their different emotion regulation processes. © The Author 2017. 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.

  2. 46 CFR 54.15-15 - Relief devices for unfired steam boilers, evaporators, and heat exchangers (modifies UG-126).

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ..., and heat exchangers (modifies UG-126). 54.15-15 Section 54.15-15 Shipping COAST GUARD, DEPARTMENT OF... devices for unfired steam boilers, evaporators, and heat exchangers (modifies UG-126). (a) An approved... more than 6 percent above the safety valve setting. (f) A heat exchanger with liquid in the shell and...

  3. 46 CFR 54.15-15 - Relief devices for unfired steam boilers, evaporators, and heat exchangers (modifies UG-126).

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ..., and heat exchangers (modifies UG-126). 54.15-15 Section 54.15-15 Shipping COAST GUARD, DEPARTMENT OF... devices for unfired steam boilers, evaporators, and heat exchangers (modifies UG-126). (a) An approved... more than 6 percent above the safety valve setting. (f) A heat exchanger with liquid in the shell and...

  4. 46 CFR 54.15-15 - Relief devices for unfired steam boilers, evaporators, and heat exchangers (modifies UG-126).

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ..., and heat exchangers (modifies UG-126). 54.15-15 Section 54.15-15 Shipping COAST GUARD, DEPARTMENT OF... devices for unfired steam boilers, evaporators, and heat exchangers (modifies UG-126). (a) An approved... more than 6 percent above the safety valve setting. (f) A heat exchanger with liquid in the shell and...

  5. 46 CFR 54.15-15 - Relief devices for unfired steam boilers, evaporators, and heat exchangers (modifies UG-126).

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ..., and heat exchangers (modifies UG-126). 54.15-15 Section 54.15-15 Shipping COAST GUARD, DEPARTMENT OF... devices for unfired steam boilers, evaporators, and heat exchangers (modifies UG-126). (a) An approved... more than 6 percent above the safety valve setting. (f) A heat exchanger with liquid in the shell and...

  6. 46 CFR 54.15-15 - Relief devices for unfired steam boilers, evaporators, and heat exchangers (modifies UG-126).

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ..., and heat exchangers (modifies UG-126). 54.15-15 Section 54.15-15 Shipping COAST GUARD, DEPARTMENT OF... devices for unfired steam boilers, evaporators, and heat exchangers (modifies UG-126). (a) An approved... more than 6 percent above the safety valve setting. (f) A heat exchanger with liquid in the shell and...

  7. 46 CFR 54.10-10 - Standard hydrostatic test (modifies UG-99).

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... PRESSURE VESSELS Inspection, Reports, and Stamping § 54.10-10 Standard hydrostatic test (modifies UG-99). (a) All pressure vessels shall satisfactorily pass the hydrostatic test prescribed by this section, except those pressure vessels noted under § 54.10-15(a). (b) The hydrostatic-test pressure must be at...

  8. Noble magnetic barriers in the ASDEX UG tokamak

    NASA Astrophysics Data System (ADS)

    Ali, Halima; Punjabi, Alkesh; Vazquez, Justin

    2010-02-01

    The second-order perturbation method of creating invariant tori inside chaos in Hamiltonian systems (Ali, H.; Punjabi, A. Plasma Phys. Contr. F. 2007, 49, 1565-1582) is applied to the axially symmetric divertor experiment upgrade (ASDEX UG) tokamak to build noble irrational magnetic barriers inside chaos created by resonant magnetic perturbations (m, n)=(3, 2)+(4, 3), with m and n the poloidal and toroidal mode numbers of the Fourier expansion of the magnetic perturbation. The radial dependence of the Fourier modes is ignored. The modes are considered to be locked and have the same amplitude δ. A symplectic mathematical mapping in magnetic coordinates is used to integrate magnetic field line trajectories in the ASDEX UG. Tori with noble irrational rotational transform are the last ones to be destroyed by perturbation in Hamiltonian systems. For this reason, noble irrational magnetic barriers are built inside chaos, and the strongest noble irrational barrier is identified. Three candidate locations for the strongest noble barrier in ASDEX UG are selected. All three candidate locations are chosen to be roughly midway between the resonant rational surfaces ψ32 and ψ43. ψ is the magnetic coordinate of the flux surface. The three candidate surfaces are the noble irrational surfaces close to the surface with q value that is a mediant of q=3/2 and 4/3, q value of the physical midpoint of the two resonant surfaces, and the q value of the surface where the islands of the two perturbing modes just overlap. These q values of the candidate surfaces are denoted by q MED, q MID, and q OVERLAP. The strongest noble barrier close to q MED has the continued fraction representation (CFR) [1;2,2,1∞] and exists for δ≤2.6599×10-4; the strongest noble barrier close to q MID has CFR [1;2,2,2,1∞] and exists for δ≤4.6311×10-4; and the strongest noble barrier close to q OVERLAP has CFR [1;2,2,6,2,1∞] and exists for δ≤1.367770×10-4. From these results, the strongest

  9. MAGID-II: a next-generation magnetic unattended ground sensor (UGS)

    NASA Astrophysics Data System (ADS)

    Walter, Paul A.; Mauriello, Fred; Huber, Philip

    2012-06-01

    A next generation magnetic sensor is being developed at L-3 Communications, Communication Systems East to enhance the ability of Army and Marine Corps unattended ground sensor (UGS) systems to detect and track targets on the battlefield. This paper describes a magnetic sensor that provides superior detection range for both armed personnel and vehicle targets, at a reduced size, weight, and level of power consumption (SWAP) over currently available magnetic sensors. The design integrates the proven technology of a flux gate magnetometer combined with advanced digital signal processing algorithms to provide the warfighter with a rapidly deployable, extremely low false-alarm-rate sensor. This new sensor improves on currently available magnetic UGS systems by providing not only target detection and direction information, but also a magnetic disturbance readout, indicating the size of the target. The sensor integrates with Government Off-the-Shelf (GOTS) systems such as the United States Army's Battlefield Anti-Intrusion System (BAIS) and the United States Marine Corps Tactical Remote Sensor System (TRSS). The system has undergone testing by the US Marine Corps, as well as extensive company testing. Results from these field tests are given.

  10. First Report of the Ug99 race group of wheat stem rust, Puccinia graminis f. sp. tritici, in Egypt

    USDA-ARS?s Scientific Manuscript database

    Since the first detection of Ug99 (or race TTKSK) of Puccinia graminis f.sp. tritici (Pgt) in Uganda in 1998 (Pretorius et al. 2000), it has been a priority to track further spread to other wheat growing areas. To date, variants in the Ug99 race group have been detected in 12 countries, i.e., Uganda...

  11. Does interoceptive awareness affect the ability to regulate unfair treatment by others?

    PubMed

    van 't Wout, Mascha; Faught, Sara; Menino, David

    2013-01-01

    In this study we aimed to investigate how awareness of bodily responses, referred to as interoceptive awareness, influences decision-making in a social interactive context. Interoceptive awareness is thought to be crucial for adequate regulation of one's emotions. However, there is a dearth of studies that examine the association between interoceptive awareness and the ability to regulate emotions during interpersonal decision-making. Here, we quantified interoceptive awareness with a heartbeat detection task in which we measured the difference between subjective self-reports and an objective psychophysiological measurement of participant heart rates. Social decision-making was quantified using a two-round Ultimatum Game. Participants were asked to first reject or accept an unfair division of money proposed by a partner. In turn, participants could then make an offer on how to divide an amount of money with the same partner. Participants performed 20 rounds of the two-round Ultimatum Game twice, once during baseline condition and once while asked to reappraise emotional reactions when confronted with unfair offers from partners. Results showed that after reappraisal participants (1) accepted more unfair offers and (2) offered higher return divisions, as compared to baseline. With respect to interoceptive awareness, participants with better heartbeat detection scores tended to report less emotional involvement when they applied reappraisal while playing the Ultimatum Game. However, there was no reliably significant relationship between heartbeat detection and the acceptance of unfair offers. Similarly, heartbeat detection accuracy was not related to return offers made in the second round of the Ultimatum Game or the habitual use of emotion regulation. These preliminary findings suggest that the relationship between interoceptive awareness and behavioral changes due to emotion regulation in a social decision-making context appears to be complex.

  12. Does interoceptive awareness affect the ability to regulate unfair treatment by others?

    PubMed Central

    van 't Wout, Mascha; Faught, Sara; Menino, David

    2013-01-01

    In this study we aimed to investigate how awareness of bodily responses, referred to as interoceptive awareness, influences decision-making in a social interactive context. Interoceptive awareness is thought to be crucial for adequate regulation of one’s emotions. However, there is a dearth of studies that examine the association between interoceptive awareness and the ability to regulate emotions during interpersonal decision-making. Here, we quantified interoceptive awareness with a heartbeat detection task in which we measured the difference between subjective self-reports and an objective psychophysiological measurement of participant heart rates. Social decision-making was quantified using a two-round Ultimatum Game. Participants were asked to first reject or accept an unfair division of money proposed by a partner. In turn, participants could then make an offer on how to divide an amount of money with the same partner. Participants performed 20 rounds of the two-round Ultimatum Game twice, once during baseline condition and once while asked to reappraise emotional reactions when confronted with unfair offers from partners. Results showed that after reappraisal participants (1) accepted more unfair offers and (2) offered higher return divisions, as compared to baseline. With respect to interoceptive awareness, participants with better heartbeat detection scores tended to report less emotional involvement when they applied reappraisal while playing the Ultimatum Game. However, there was no reliably significant relationship between heartbeat detection and the acceptance of unfair offers. Similarly, heartbeat detection accuracy was not related to return offers made in the second round of the Ultimatum Game or the habitual use of emotion regulation. These preliminary findings suggest that the relationship between interoceptive awareness and behavioral changes due to emotion regulation in a social decision-making context appears to be complex. PMID:24348438

  13. Why humans deviate from rational choice.

    PubMed

    Hewig, Johannes; Kretschmer, Nora; Trippe, Ralf H; Hecht, Holger; Coles, Michael G H; Holroyd, Clay B; Miltner, Wolfgang H R

    2011-04-01

    Rational choice theory predicts that humans always optimize the expected utility of options when making decisions. However, in decision-making games, humans often punish their opponents even when doing so reduces their own reward. We used the Ultimatum and Dictator games to examine the affective correlates of decision-making. We show that the feedback negativity, an event-related brain potential that originates in the anterior cingulate cortex that has been related to reinforcement learning, predicts the decision to reject unfair offers in the Ultimatum game. Furthermore, the decision to reject is positively related to more negative emotional reactions and to increased autonomic nervous system activity. These findings support the idea that subjective emotional markers guide decision-making and that the anterior cingulate cortex integrates instances of reinforcement and punishment to provide such affective markers. Copyright © 2010 Society for Psychophysiological Research.

  14. The evolution of fairness through spite

    PubMed Central

    Forber, Patrick; Smead, Rory

    2014-01-01

    The presence of apparently irrational fair play in the ultimatum game remains a focal point for studies in the evolution of social behaviour. We investigate the role of negative assortment in the evolution of fair play in the ultimatum game. Spite—social behaviour that inflicts harm with no direct benefit to the actor—can evolve when it is disproportionally directed at individuals playing different strategies. The introduction of negative assortment alters the dynamics in a way that increases the chance fairness evolves, but at a cost: spite also evolves. Fairness is usually linked to cooperation and prosocial behaviour, but this study shows that it may have evolutionary links to harmful antisocial behaviour. PMID:24523265

  15. A Bargaining Experiment To Motivate a Discussion on Fairness.

    ERIC Educational Resources Information Center

    Dickinson, David L.

    2002-01-01

    Employs a classroom version of the research game, the Ultimatum Game, to teach undergraduate students how fairness affects behavior. Focuses on three concepts related to fairness. Finds that classroom results motivate discussion about a downward sloping demand curve for fairness. Provides an appendix that includes instructional materials. (JEH)

  16. Commentary: “An Evaluation of Universal Grammar and the Phonological Mind”—UG Is Still a Viable Hypothesis

    PubMed Central

    Berent, Iris

    2016-01-01

    Everett (2016b) criticizes The Phonological Mind thesis (Berent, 2013a,b) on logical, methodological and empirical grounds. Most of Everett’s concerns are directed toward the hypothesis that the phonological grammar is constrained by universal grammatical (UG) principles. Contrary to Everett’s logical challenges, here I show that the UG hypothesis is readily falsifiable, that universality is not inconsistent with innateness (Everett’s arguments to the contrary are rooted in a basic confusion of the UG phenotype and the genotype), and that its empirical evaluation does not require a full evolutionary account of language. A detailed analysis of one case study, the syllable hierarchy, presents a specific demonstration that people have knowledge of putatively universal principles that are unattested in their language and these principles are most likely linguistic in nature. Whether Universal Grammar exists remains unknown, but Everett’s arguments hardly undermine the viability of this hypothesis. PMID:27471480

  17. Economic games quantify diminished sense of guilt in patients with damage to the prefrontal cortex

    PubMed Central

    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

  18. Economic games quantify diminished sense of guilt in patients with damage to the prefrontal cortex.

    PubMed

    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.

  19. Identification and characterization of Sr13, a tetraploid wheat gene that confers resistance to the Ug99 stem rust race group

    USDA-ARS?s Scientific Manuscript database

    The Puccinia graminis f. sp. tritici (Pgt) Ug99 race group is virulent to most stem rust resistance genes currently deployed in wheat and poses a serious threat to global wheat production. The durum wheat (Triticum turgidum ssp. durum) gene Sr13 confers resistance to Ug99 in addition to virulent rac...

  20. Dynamic adjustments of cognitive control during economic decision making.

    PubMed

    Soutschek, Alexander; Schubert, Torsten

    2014-10-01

    Decision making in the Ultimatum game requires the resolution of conflicts between economic self-interest and fairness intuitions. Since cognitive control processes play an important role in conflict resolution, the present study examined how control processes that are triggered by conflicts between fairness and self-interest in unfair offers affect subsequent decisions in the Ultimatum game. Our results revealed that more unfair offers were accepted following previously unfair, compared to previously fair offers. Interestingly, the magnitude of this conflict adaptation effect correlated with the individual subjects' focus on economic self-interest. We concluded that conflicts between fairness and self-interest trigger cognitive control processes, which reinforce the focus on the current task goal. Copyright © 2014 Elsevier B.V. All rights reserved.

  1. The Economics of Fair Play.

    ERIC Educational Resources Information Center

    Sigmund, Karl; Fehr, Ernst; Nowak, Martin A.

    2002-01-01

    Reports on the field of experimental economics and speculates about why we value fairness and cooperation over the seemingly more rational selfishness. Illustrates a typical decision making situation using the Ultimatum game. (DDR)

  2. Fairness emergence from zero-intelligence agents

    NASA Astrophysics Data System (ADS)

    Duan, Wen-Qi; Stanley, H. Eugene

    2010-02-01

    Fairness plays a key role in explaining the emergence and maintenance of cooperation. Opponent-oriented social utility models were often proposed to explain the origins of fairness preferences in which agents take into account not only their own outcomes but are also concerned with the outcomes of their opponents. Here, we propose a payoff-oriented mechanism in which agents update their beliefs only based on the payoff signals of the previous ultimatum game, regardless of the behaviors and outcomes of the opponents themselves. Employing adaptive ultimatum game, we show that (1) fairness behaviors can emerge out even under such minimalist assumptions, provided that agents are capable of responding to their payoff signals, (2) the average game payoff per agent per round decreases with the increasing discrepancy rate between the average giving rate and the average asking rate, and (3) the belief update process will lead to 50%-50% fair split provided that there is no mutation in the evolutionary dynamics.

  3. Evidence for the Pinocchio Effect: Linguistic Differences between Lies, Deception by Omissions, and Truths

    ERIC Educational Resources Information Center

    Van Swol, Lyn M.; Braun, Michael T.; Malhotra, Deepak

    2012-01-01

    The study used Linguistic Inquiry and Word Count and Coh-Metrix software to examine linguistic differences with deception in an ultimatum game. In the game, the Allocator was given an amount of money to divide with the Receiver. The Receiver did not know the precise amount the Allocator had to divide, and the Allocator could use deception.…

  4. Common command-and-control user interface for current force UGS

    NASA Astrophysics Data System (ADS)

    Stolovy, Gary H.

    2009-05-01

    The Current Force Unattended Ground Sensors (UGS) comprise the OmniSense, Scorpion, and Silent Watch systems. As deployed by U.S. Army Central Command in 2006, sensor reports from the three systems were integrated into a common Graphical User Interface (GUI), with three separate vendor-specific applications for Command-and-Control (C2) functions. This paper describes the requirements, system architecture, implementation, and testing of an upgrade to the Processing, Exploitation, and Dissemination back-end server to incorporate common remote Command-and-Control capabilities.

  5. Decision-making in social contexts in youth with ADHD.

    PubMed

    Ma, Ili; Lambregts-Rommelse, Nanda N J; Buitelaar, Jan K; Cillessen, Antonius H N; Scheres, Anouk P J

    2017-03-01

    This study examined reward-related decision-making in children and adolescents with ADHD in a social context, using economic games. We furthermore examined the role of individual differences in reward-related decision-making, specifically, the roles of reward sensitivity and prosocial skills. Children and adolescents (9-17 years) with ADHD-combined subtype (n = 29; 20 boys) and healthy controls (n = 38; 20 boys) completed the ultimatum game and dictator game as measures of reward-related decision-making in social contexts. Prosocial skills were measured with the Interpersonal Reactivity Index. The ADHD group had a larger discrepancy between ultimatum game and dictator game offers than controls, indicating strategic rather than fairness driven decisions. This finding was supported by self-reports showing fewer individuals with ADHD than controls who considered fairness as motive for the decisions. Perspective taking or empathic concern did not differ between groups and was not significantly associated with offers. In conclusion, the results suggest that rather than a failure to understand the perspective of others, children and adolescents with ADHD were less motivated by fairness than controls in simple social situations. Results encourage the use of economic games in ADHD research.

  6. Empathy toward strangers triggers oxytocin release and subsequent generosity.

    PubMed

    Barraza, Jorge A; Zak, Paul J

    2009-06-01

    Empathy is related to a variety of prosocial behaviors, but the brain mechanisms producing the experience of empathy have not been fully characterized. This study investigated whether the experience of empathy raises oxytocin levels and affects subsequent generosity toward strangers. Short video clips of an emotional scene and an unemotional scene were used as stimuli. Participants rated the emotions they experienced and then played a $40 ultimatum game to gauge their generosity. We found that empathy was associated with a 47% increase in oxytocin from baseline. We also found the empathy-oxytocin response was stronger in women than in men. Higher levels of empathy were also associated with more generous monetary offers toward strangers in the ultimatum game. Our findings provide the first evidence that oxytocin is a physiologic signature for empathy and that empathy mediates generosity.

  7. Repetitive transcranial magnetic stimulation over the right dorsolateral prefrontal cortex affects strategic decision-making.

    PubMed

    van 't Wout, Mascha; Kahn, René S; Sanfey, Alan G; Aleman, André

    2005-11-07

    Although decision-making is typically seen as a rational process, emotions play a role in tasks that include unfairness. Recently, activation in the right dorsolateral prefrontal cortex during offers experienced as unfair in the Ultimatum Game was suggested to subserve goal maintenance in this task. This is restricted to correlational evidence, however, and it remains unclear whether the dorsolateral prefrontal cortex is crucial for strategic decision-making. The present study used repetitive transcranial magnetic stimulation in order to investigate the causal role of the dorsolateral prefrontal cortex in strategic decision-making in the Ultimatum Game. The results showed that repetitive transcranial magnetic stimulation over the right dorsolateral prefrontal cortex resulted in an altered decision-making strategy compared with sham stimulation. We conclude that the dorsolateral prefrontal cortex is causally implicated in strategic decision-making in healthy human study participants.

  8. Iterated Prisoner’s Dilemma contains strategies that dominate any evolutionary opponent

    PubMed Central

    Press, William H.; Dyson, Freeman J.

    2012-01-01

    The two-player Iterated Prisoner’s Dilemma game is a model for both sentient and evolutionary behaviors, especially including the emergence of cooperation. It is generally assumed that there exists no simple ultimatum strategy whereby one player can enforce a unilateral claim to an unfair share of rewards. Here, we show that such strategies unexpectedly do exist. In particular, a player X who is witting of these strategies can (i) deterministically set her opponent Y’s score, independently of his strategy or response, or (ii) enforce an extortionate linear relation between her and his scores. Against such a player, an evolutionary player’s best response is to accede to the extortion. Only a player with a theory of mind about his opponent can do better, in which case Iterated Prisoner’s Dilemma is an Ultimatum Game. PMID:22615375

  9. Creating an Online Laboratory

    DTIC Science & Technology

    2015-03-18

    Problem (TSP) to solve, a canonical computer science problem that involves identifying the shortest itinerary for a hypothetical salesman traveling among a...also created working versions of the travelling salesperson problem , prisoners’ dilemma, public goods game, ultimatum game, word ladders, and...the task within networks of others performing the task. Thus, we built five problems which could be embedded in networks: the traveling salesperson

  10. Identification and characterization of wheat stem rust resistance gene Sr21 effective against the Ug99 race group at high temperature

    PubMed Central

    Chen, Shisheng; Zhang, Wenjun; Bolus, Stephen; Rouse, Matthew N.

    2018-01-01

    Wheat stem rust, caused by Puccinia graminis f. sp. tritici (Pgt), is a devastating foliar disease. The Ug99 race group has combined virulence to most stem rust (Sr) resistance genes deployed in wheat and is a threat to global wheat production. Here we identified a coiled-coil, nucleotide-binding leucine-rich repeat protein (NLR) completely linked to the Ug99 resistance gene Sr21 from Triticum monococcum. Loss-of-function mutations and transgenic complementation confirmed that this gene is Sr21. Sr21 transcripts were significantly higher at high temperatures, and this was associated with significant upregulation of pathogenesis related (PR) genes and increased levels of resistance at those temperatures. Introgression of Sr21 into hexaploid wheat resulted in lower levels of resistance than in diploid wheat, but transgenic hexaploid wheat lines with high levels of Sr21 expression showed high levels of resistance. Sr21 can be a valuable component of transgenic cassettes or gene pyramids combining multiple resistance genes against Ug99. PMID:29614079

  11. Prospective thinking and decision making in primary school age children.

    PubMed

    Lombardi, Elisabetta; Di Dio, Cinzia; Castelli, Ilaria; Massaro, Davide; Marchetti, Antonella

    2017-06-01

    In this study, we seek to widen our understanding of the developmental processes underlying bargaining behaviour in children addressing the concept of prospective thinking. We argue that the emergence of the capacity to think prospectively about future outcomes or behaviours in response to current actions is a required precedent to strategic decision making. To test this idea, we compared 6, 8 and 10 years old children's performance on three tasks: the ultimatum game assessing fairness/inequality aversion, the marshmallow task, an intertemporal choice task evaluating the ability to delay gratification, and the dictator game assessing altruism. The children's socio-demographic and cognitive variables were also evaluated. We hypothesized that development of strategic thinking in the ultimatum game is related to an increased ability to delay gratification - given that both tasks require looking at prospective benefits - and, crucially, not to altruism, which benefits from immediate selfless reward. Our results confirmed our hypothesis suggesting that increased strategic planning with age would also stem from the development of competencies like prospective thinking.

  12. Money talks: neural substrate of modulation of fairness by monetary incentives

    PubMed Central

    Zhou, Yuan; Wang, Yun; Rao, Li-Lin; Yang, Liu-Qing; Li, Shu

    2014-01-01

    A unique feature of the human species is compliance with social norms, e.g., fairness, even though this normative decision means curbing self-interest. However, sometimes people prefer to pursue wealth at the expense of moral goodness. Specifically, deviations from a fairness-related normative choice have been observed in the presence of a high monetary incentive. The neural mechanism underlying this deviation from the fairness-related normative choice has yet to be determined. In order to address this issue, using functional magnetic resonance imaging we employed an ultimatum game (UG) paradigm in which fairness and a proposed monetary amount were orthogonally varied. We found evidence for a significant modulation by the proposed amount on fairness in the right lateral prefrontal cortex (PFC) and the bilateral insular cortices. Additionally, the insular subregions showed dissociable modulation patterns. Inter-individual differences in the modulation effects in the left inferior frontal gyrus (IFG) accounted for inter-individual differences in the behavioral modulation effect as measured by the rejection rate, supporting the concept that the PFC plays a critical role in making fairness-related normative decisions in a social interaction condition. Our findings provide neural evidence for the modulation of fairness by monetary incentives as well as accounting for inter-individual differences. PMID:24834034

  13. Targeted introgression of stem rust Ug99 resistance from wheatgrasses into pasta and bread wheat

    USDA-ARS?s Scientific Manuscript database

    In the past 50 years, a number of stem rust resistance (Sr) genes have been transferred from several wheat-related grasses into durum (i.e. pasta) and bread wheat through chromosome translocations and additions. To utilize these genes for controlling the Ug99 races of the stem rust pathogen, we ini...

  14. Identification in a pseudoknot of a U.G motif essential for the regulation of the expression of ribosomal protein S15.

    PubMed

    Bénard, L; Mathy, N; Grunberg-Manago, M; Ehresmann, B; Ehresmann, C; Portier, C

    1998-03-03

    The ribosomal protein S15 from Escherichia coli binds to a pseudoknot in its own messenger. This interaction is an essential step in the mechanism of S15 translational autoregulation. In a previous study, a recognition determinant for S15 autoregulation, involving a U.G wobble pair, was located in the center of stem I of the pseudoknot. In this study, an extensive mutagenesis analysis has been conducted in and around this U.G pair by comparing the effects of these mutations on the expression level of S15. The results show that the U.G wobble pair cannot be substituted by A.G, C.A, A.C, G.U, or C.G without loss of the autocontrol. In addition, the base pair C.G, adjacent to the 5' side of U, cannot be flipped or changed to another complementary base pair without also inducing derepression of translation. A unique motif, made of only two adjacent base pairs, U.G/C.G, is essential for S15 autoregulation and is presumably involved in direct recognition by the S15 protein.

  15. Do sex and age affect strategic behavior and inequity aversion in children?

    PubMed

    Bueno-Guerra, Nereida; Leiva, David; Colell, Montserrat; Call, Josep

    2016-10-01

    The ultimatum game is commonly used to explore fairness in adults in bargaining situations. Although the changes in responses that occur during development have been investigated in children, the results have been mixed. Whereas some studies show that proposers offer more when they grow older, others indicate the opposite. Moreover, these studies are outcome-based and leave intentions out of the scene, although intentions play a relevant role in daily life. The mini-ultimatum game offers the opportunity to test both outcomes and intentions, but one major obstacle for accurately pinpointing developmental transitions in strategic behavior and inequity aversion so far has been the multiple confounds that have plagued previous studies, including different methods, small sample sizes, and reduced age differences. We administered an anonymous direct-method one-shot mini-ultimatum game to 478 6- and 10-year-old children. Strategic behavior was present at 10 years of age; older participants matched more accurately what responders would accept than younger participants. However, this was true only for older girls. No sex differences were detected in younger children. No age group seemed to consider the proposer's intentions given that the rejections of the default option were not significant across conditions. Both disadvantageous and advantageous inequity aversions were present in 6-year-olds. However, older children exhibited significantly more disadvantageous inequity aversion than younger children. This contrast made the pattern of rejection of 6-year-olds look more similar to the pattern of rejection found in adults. No sex differences were found in responders' behavior. Copyright © 2016 Elsevier Inc. All rights reserved.

  16. Neural indicators of interpersonal anger as cause and consequence of combat training stress symptoms.

    PubMed

    Gilam, G; Lin, T; Fruchter, E; Hendler, T

    2017-07-01

    Angry outbursts are an important feature of various stress-related disorders, and commonly lead to aggression towards other people. Findings regarding interpersonal anger have linked the ventromedial prefrontal cortex (vmPFC) to anger regulation and the locus coeruleus (LC) to aggression. Both regions were previously associated with traumatic and chronic stress symptoms, yet it is unclear if their functionality represents a consequence of, or possibly also a cause for, stress symptoms. Here we investigated the relationship between the neural trajectory of these indicators of anger and the development and manifestation of stress symptoms. A total of 46 males (29 soldiers, 17 civilians) participated in a prospective functional magnetic resonance imaging experiment in which they played a modified interpersonal anger-provoking Ultimatum Game (UG) at two-points. Soldiers were tested at the beginning and end of combat training, while civilians were tested at the beginning and end of civil service. We assumed that combat training would induce chronic stress and result in increased stress symptoms. Soldiers showed an increase in stress symptoms following combat training while civilians showed no such change following civil service. All participants were angered by the modified UG irrespective of time point. Higher post-combat training stress symptoms were associated with lower pre-combat training vmPFC activation and with higher activation increase in the LC between pre- and post-combat training. Results suggest that during anger-provoking social interactions, flawed vmPFC functionality may serve as a causal risk factor for the development of stress symptoms, and heightened reactivity of the LC possibly reflects a consequence of stress-inducing combat training. These findings provide potential neural targets for therapeutic intervention and inoculation for stress-related psychopathological manifestations of anger.

  17. Does Competition Really Bring Out the Worst? Testosterone, Social Distance and Inter-Male Competition Shape Parochial Altruism in Human Males

    PubMed Central

    Diekhof, Esther Kristina; Wittmer, Susanne; Reimers, Luise

    2014-01-01

    Parochial altruism, defined as increased ingroup favoritism and heightened outgroup hostility, is a widespread feature of human societies that affects altruistic cooperation and punishment behavior, particularly in intergroup conflicts. Humans tend to protect fellow group members and fight against outsiders, even at substantial costs for themselves. Testosterone modulates responses to competition and social threat, but its exact role in the context of parochial altruism remains controversial. Here, we investigated how testosterone influences altruistic punishment tendencies in the presence of an intergroup competition. Fifty male soccer fans played an ultimatum game (UG), in which they faced anonymous proposers that could either be a fan of the same soccer team (ingroup) or were fans of other teams (outgroups) that differed in the degree of social distance and enmity to the ingroup. The UG was played in two contexts with varying degrees of intergroup rivalry. Our data show that unfair offers were rejected more frequently than fair proposals and the frequency of altruistic punishment increased with increasing social distance to the outgroups. Adding an intergroup competition led to a further escalation of outgroup hostility and reduced punishment of unfair ingroup members. High testosterone levels were associated with a relatively increased ingroup favoritism and also a change towards enhanced outgroup hostility in the intergroup competition. High testosterone concentrations further predicted increased proposer generosity in interactions with the ingroup. Altogether, a significant relation between testosterone and parochial altruism could be demonstrated, but only in the presence of an intergroup competition. In human males, testosterone may promote group coherence in the face of external threat, even against the urge to selfishly maximize personal reward. In that way, our observation refutes the view that testosterone generally promotes antisocial behaviors and

  18. Neural responses to unfairness and fairness depend on self-contribution to the income

    PubMed Central

    Guo, Xiuyan; Zheng, Li; Cheng, Xuemei; Chen, Menghe; Li, Jianqi; Chen, Luguang; Yang, Zhiliang

    2014-01-01

    Self-contribution to the income (individual achievement) was an important factor which needs to be taken into individual’s fairness considerations. This study aimed at elucidating the modulation of self-contribution to the income, on recipient’s responses to unfairness in the Ultimatum Game. Eighteen participants were scanned while they were playing an adapted version of the Ultimatum Game as responders. Before splitting money, the proposer and the participant (responder) played the ball-guessing game. The responder’s contribution to the income was manipulated by both the participant’s and the proposer’s accuracy in the ball-guessing game. It turned out that the participants more often rejected unfair offers and gave lower fairness ratings when they played a more important part in the earnings. At the neural level, anterior insula, anterior cingulate cortex, dorsolateral prefrontal cortex and temporoparietal junction showed greater activities to unfairness when self-contribution increased, whereas ventral striatum and medial orbitofrontal gyrus showed higher activations to fair (vs unfair) offers in the other-contributed condition relative to the other two. Besides, the activations of right dorsolateral prefrontal cortex during unfair offers showed positive correlation with rejection rates in the self-contributed condition. These findings shed light on the significance of self-contribution in fairness-related social decision-making processes. PMID:23946001

  19. Identification of wheat gene Sr35 that confers resistance to Ug99 stem rust race group

    USDA-ARS?s Scientific Manuscript database

    Wheat stem rust, caused by Puccinia graminis f. sp. tritici (Pgt) is a devastating disease that can cause severe yield losses. A new Pgt race designated Ug99 has overcome most of the widely used resistance genes and is spreading through Africa and Asia threatening major wheat production areas. We re...

  20. "An eye for an eye"? Neural correlates of retribution and forgiveness.

    PubMed

    Brüne, Martin; Juckel, Georg; Enzi, Björn

    2013-01-01

    Humans have evolved strong preferences for equity and fairness. Neuroimaging studies suggest that punishing unfairness is associated with the activation of a neural network comprising the anterior cingulate cortex, anterior insula, the ventral striatum, and the dorsolateral prefrontal cortex (DLPFC). Here, we report the neuronal correlates of retribution and "forgiveness" in a scenario, in which individuals first acted as a recipient in an Ultimatum Game, and subsequently assumed the position of a proposer in a Dictator Game played against the same opponents as in the Ultimatum Game. Most subjects responded in a tit-for-tat fashion, which was accompanied by activation of the ventral striatum, corroborating previous findings that punishing unfair behaviour has a rewarding connotation. Subjects distinguished between the human opponent and computer condition by activation of the ventromedial PFC in the human condition, indicative of mentalising. A substantial number of subjects did not retaliate. Neurally, this "forgiveness" behaviour was associated with the activation of the right (and to a lesser degree left) DLPFC, a region that serves as a cognitive control region and thus may be involved in inhibiting emotional responses against unfairness.

  1. “An Eye for an Eye”? Neural Correlates of Retribution and Forgiveness

    PubMed Central

    Brüne, Martin; Juckel, Georg; Enzi, Björn

    2013-01-01

    Humans have evolved strong preferences for equity and fairness. Neuroimaging studies suggest that punishing unfairness is associated with the activation of a neural network comprising the anterior cingulate cortex, anterior insula, the ventral striatum, and the dorsolateral prefrontal cortex (DLPFC). Here, we report the neuronal correlates of retribution and “forgiveness” in a scenario, in which individuals first acted as a recipient in an Ultimatum Game, and subsequently assumed the position of a proposer in a Dictator Game played against the same opponents as in the Ultimatum Game. Most subjects responded in a tit-for-tat fashion, which was accompanied by activation of the ventral striatum, corroborating previous findings that punishing unfair behaviour has a rewarding connotation. Subjects distinguished between the human opponent and computer condition by activation of the ventromedial PFC in the human condition, indicative of mentalising. A substantial number of subjects did not retaliate. Neurally, this “forgiveness” behaviour was associated with the activation of the right (and to a lesser degree left) DLPFC, a region that serves as a cognitive control region and thus may be involved in inhibiting emotional responses against unfairness. PMID:24009754

  2. Differences in fairness and trust between lean and corpulent men.

    PubMed

    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.

  3. Neural responses to unfairness and fairness depend on self-contribution to the income.

    PubMed

    Guo, Xiuyan; Zheng, Li; Cheng, Xuemei; Chen, Menghe; Zhu, Lei; Li, Jianqi; Chen, Luguang; Yang, Zhiliang

    2014-10-01

    Self-contribution to the income (individual achievement) was an important factor which needs to be taken into individual's fairness considerations. This study aimed at elucidating the modulation of self-contribution to the income, on recipient's responses to unfairness in the Ultimatum Game. Eighteen participants were scanned while they were playing an adapted version of the Ultimatum Game as responders. Before splitting money, the proposer and the participant (responder) played the ball-guessing game. The responder's contribution to the income was manipulated by both the participant's and the proposer's accuracy in the ball-guessing game. It turned out that the participants more often rejected unfair offers and gave lower fairness ratings when they played a more important part in the earnings. At the neural level, anterior insula, anterior cingulate cortex, dorsolateral prefrontal cortex and temporoparietal junction showed greater activities to unfairness when self-contribution increased, whereas ventral striatum and medial orbitofrontal gyrus showed higher activations to fair (vs unfair) offers in the other-contributed condition relative to the other two. Besides, the activations of right dorsolateral prefrontal cortex during unfair offers showed positive correlation with rejection rates in the self-contributed condition. These findings shed light on the significance of self-contribution in fairness-related social decision-making processes. © The Author (2013). Published by Oxford University Press. For Permissions, please email: journals.permissions@oup.com.

  4. Variation in the AvrSr35 effector determines Sr35 resistance against wheat stem rust race Ug99

    USDA-ARS?s Scientific Manuscript database

    Puccinia graminis f. sp. tritici (Pgt) causes wheat stem rust, a devastating fungal disease. The Sr35 resistance gene confers immunity against this pathogen’s most virulent races, including Ug99. We used the comparative whole genome sequencing of chemically mutagenized and natural Pgt isolates to id...

  5. Impaired social decision making in patients with major depressive disorder.

    PubMed

    Wang, Yun; Zhou, Yuan; Li, Shu; Wang, Peng; Wu, Guo-Wei; Liu, Zhe-Ning

    2014-01-23

    Abnormal decision-making processes have been observed in patients with major depressive disorder (MDD). However, it is unresolved whether MDD patients show abnormalities in decision making in a social interaction context, in which decisions have actual influences on both the self-interests of the decision makers per se and those of their partners. Using a well-studied ultimatum game (UG), which is frequently used to investigate social interaction behavior, we examined whether MDD can be associated with abnormalities in social decision-making behavior by comparing the acceptance rates of MDD patients (N = 14) with those of normal controls (N = 19). The acceptance rates of the patients were lower than those of the normal controls. Additionally, unfair proposals were accepted at similar rates from computer partners and human partners in the MDD patients, unlike the acceptance rates in the normal controls, who were able to discriminatively treat unfair proposals from computer partners and human partners. Depressed patients show abnormal decision-making behavior in a social interaction context. Several possible explanations, such as increased sensitivity to fairness, negative emotional state and disturbed affective cognition, have been proposed to account for the abnormal social decision-making behavior in patients with MDD. This aberrant social decision-making behavior may provide a new perspective in the search to find biomarkers for the diagnosis and prognosis of MDD.

  6. An Ultimatum Game Approach to Billet Assignments

    DTIC Science & Technology

    2015-09-01

    time for reviewing instructions, searching existing data sources, gathering and maintaining the data needed , and completing and reviewing this...treatments are needed for this investigation. To conserve the subject pool and meet the budget, we elected to pursue treatments that covered salient...across billets can be partially offset through compensating wages ( hedonic wages) and/or the potential of future superior assignments. In the

  7. Genomic analysis of a novel gene conferring resistance to Ug99 stem rust in Triticum turgidum ssp. dicoccum

    USDA-ARS?s Scientific Manuscript database

    Wheat production is threatened by the disease stem rust, which is caused by the biotrophic fungal pathogen Puccinia graminis Pers.:Pers. f. sp. tritici (Pgt). Among all known Pgt races, TTKSK (Ug99) and TRTTF are significant threats to North American wheat production due to their virulence against f...

  8. Identification and validation of single nucleotide polymorphic markers linked to Ug99 stem rust resistance in spring wheat

    USDA-ARS?s Scientific Manuscript database

    Wheat stem rust (Puccinia graminis f. sp. tritici Eriks. and E. Henn.) is one of the most destructive diseases world-wide. Races belonging to Ug99 (or TTKSK) continue to cause crop losses in East Africa and threaten global wheat production. Developing and deploying wheat varieties with multiple race...

  9. A mineralogical perspective on the recovery of platinum group elements from Merensky Reef and UG2 at the Two Rivers mine on the Eastern limb of the Bushveld Complex in South Africa

    NASA Astrophysics Data System (ADS)

    Rose, Derek H.; Viljoen, K. S.; Mulaba-Bafubiandi, Antoine

    2018-06-01

    Published studies dealing with the process mineralogy of Pt mines on the Bushveld Complex is generally limited to the Western Bushveld. The recognition by mine management that another resource, in addition to the Upper Group 2 (UG2) reef currently being mined at the Two Rivers platinum mine (TRP), is urgently required in order to extend the life of mine, presented an opportunity to conduct such a study on the Eastern Limb of the Bushveld Complex. A process mineralogical investigation was undertaken on ore from the Merensky Reef (MR) and the UG2 at TRP. This was conducted on a suite of geological samples (channel samples) collected from the underground workings, as well as metallurgical samples obtained from the rougher circuits at the concentrator plant during the processing of MR and UG2 ore. The geological and metallurgical samples were analysed for bulk composition and quantitative mineralogy, while the geological samples were also subjected to laboratory-scale milling and flotation tests. This study shows that, although mineralogically distinct, the MR and UG2 behave similarly in terms of metallurgical performance. This holds promise for the proposed blending of MR and UG2 ores at TRP. An evaluation of the bulk rock (ore) Pt/Pd ratio as a possible indicator of the level of hydrothermal alteration of the ore, demonstrates that this may be of use in predicting recovery plant performance.

  10. Creation of a magnetic barrier at a noble q close to physical midpoint between two resonant surfaces in the ASDEX UG tokamak

    NASA Astrophysics Data System (ADS)

    Vazquez, Justin; Ali, Halima; Punjabi, Alkesh

    2009-11-01

    Ciraolo, Vittot and Chandre method of building invariant manifolds inside chaos in Hamiltonian systems [Ali H. and Punjabi A, Plasma Phys. Control. Fusion, 49, 1565--1582 (2007)] is used in the ASDEX UG tokamak. In this method, a second order perturbation is added to the perturbed Hamiltonian [op cit]. It creates an invariant torus inside the chaos, and reduces the plasma transport. The perturbation that is added to the equilibrium Hamiltonian is at least an order of magnitude smaller than the perturbation that causes chaos. This additional term has a finite, limited number of Fourier modes. Resonant magnetic perturbations (m,n) = (3,2)+(4,3) are added to the field line Hamiltonian for the ASDEX UG. An area-preserving map for the field line trajectories in the ASDEX UG is used. The common amplitude δ of these modes that gives complete chaos between the resonant surfaces ψ43 and ψ32 is determined. A magnetic barrier is built at a surface with noble q that is very nearly equals to the q at the physical midpoint between the two resonant surfaces. The maximum amplitude of magnetic perturbation for which this barrier can be sustained is determined. This work is supported by US Department of Energy grants DE-FG02-07ER54937, DE-FG02-01ER54624 and DE-FG02-04ER54793.

  11. Golden Gait: An Optimization Theory Perspective on Human and Humanoid Walking

    PubMed Central

    Iosa, Marco; Morone, Giovanni; Paolucci, Stefano

    2017-01-01

    Human walking is a complex task which includes hundreds of muscles, bones and joints working together to deliver harmonic movements with the need of finding equilibrium between moving forward and maintaining stability. Many different computational approaches have been used to explain human walking mechanisms, from pendular model to fractal approaches. A new perspective can be gained from using the principles developed in the field of Optimization theory and in particularly the branch of Game Theory. In particular we provide a new insight into human walking showing as the trade-off between advancement and equilibrium managed during walking has the same solution of the Ultimatum game, one of the most famous paradigms of game theory, and this solution is the golden ratio. The golden ratio is an irrational number that was found in many biological and natural systems self-organized in a harmonic, asymmetric, and fractal structure. Recently, the golden ratio has also been found as the equilibrium point between two players involved into the Ultimatum Game. It has been suggested that this result can be due to the fact that the golden ratio is perceived as the fairest asymmetric solution by the two players. The golden ratio is also the most common proportion between stance and swing phase of human walking. This approach may explain the importance of harmony in human walking, and provide new perspectives for developing quantitative assessment of human walking, efficient humanoid robotic walkers, and effective neurorobots for rehabilitation. PMID:29311890

  12. Discovery of a Novel Stem Rust Resistance Allele in Durum Wheat that Exhibits Differential Reactions to Ug99 Isolates

    PubMed Central

    Nirmala, Jayaveeramuthu; Saini, Jyoti; Newcomb, Maria; Olivera, Pablo; Gale, Sam; Klindworth, Daryl; Elias, Elias; Talbert, Luther; Chao, Shiaoman; Faris, Justin; Xu, Steven; Jin, Yue; Rouse, Matthew N.

    2017-01-01

    Wheat stem rust, caused by Puccinia graminis f. sp. tritici Eriks. & E. Henn, can incur yield losses in susceptible cultivars of durum wheat, Triticum turgidum ssp. durum (Desf.) Husnot. Although several durum cultivars possess the stem rust resistance gene Sr13, additional genes in durum wheat effective against emerging virulent races have not been described. Durum line 8155-B1 confers resistance against the P. graminis f. sp. tritici race TTKST, the variant race of the Ug99 race group with additional virulence to wheat stem rust resistance gene Sr24. However, 8155-B1 does not confer resistance to the first-described race in the Ug99 race group: TTKSK. We mapped a single gene conferring resistance in 8155-B1 against race TTKST, Sr8155B1, to chromosome arm 6AS by utilizing Rusty/8155-B1 and Rusty*2/8155-B1 populations and the 90K Infinium iSelect Custom bead chip supplemented by KASP assays. One marker, KASP_6AS_IWB10558, cosegregated with Sr8155B1 in both populations and correctly predicted Sr8155B1 presence or absence in 11 durum cultivars tested. We confirmed the presence of Sr8155B1 in cultivar Mountrail by mapping in the population Choteau/Mountrail. The marker developed in this study could be used to predict the presence of resistance to race TTKST in uncharacterized durum breeding lines, and also to combine Sr8155B1 with resistance genes effective to Ug99 such as Sr13. The map location of Sr8155B1 cannot rule out the possibility that this gene is an allele at the Sr8 locus. However, race specificity indicates that Sr8155B1 is different from the known alleles Sr8a and Sr8b. PMID:28855282

  13. Theory of Mind Enhances Preference for Fairness

    ERIC Educational Resources Information Center

    Takagishi, Haruto; Kameshima, Shinya; Schug, Joanna; Koizumi, Michiko; Yamagishi, Toshio

    2010-01-01

    The purpose of the current study was to examine the role of theory of mind in fairness-related behavior in preschoolers and to introduce a tool for examining fairness-related behavior in children. A total of 68 preschoolers played the Ultimatum Game in a face-to-face setting. Acquisition of theory of mind was defined as the understanding of false…

  14. The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.

    ERIC Educational Resources Information Center

    Shubik, Martin

    2002-01-01

    Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)

  15. Gender Differences in Behavioral and Neural Responses to Unfairness Under Social Pressure.

    PubMed

    Zheng, Li; Ning, Reipeng; Li, Lin; Wei, Chunli; Cheng, Xuemei; Zhou, Chu; Guo, Xiuyan

    2017-10-18

    Numerous studies have revealed the key role of social pressure on individuals' decision-making processes. However, the impact of social pressure on unfairness-related decision-making processes remains unclear. In the present study, we investigated how social pressure modulated men's and women's responses in an ultimatum game. Twenty women and eighteen men played the ultimatum game as responders in the scanner, where fair and unfair offers were tendered by proposers acting alone (low pressure) or by proposers endorsed by three supporters (high pressure). Results showed that men rejected more, whereas women accepted more unfair offers in the high versus low pressure context. Neurally, pregenual anterior cingulate cortex activation in women positively predicted their acceptance rate difference between contexts. In men, stronger right anterior insula activation and increased connectivity between right anterior insula and dorsal anterior cingulate cortex were observed when they receiving unfair offers in the high than low pressure context. Furthermore, more bilateral anterior insula and left dorsolateral prefrontal cortex activations were found when men rejected (relative to accepted) unfair offers in the high than low pressure context. These findings highlighted gender differences in the modulation of behavioral and neural responses to unfairness by social pressure.

  16. The strongest magnetic barrier in the DIII-D tokamak and comparison with the ASDEX UG

    NASA Astrophysics Data System (ADS)

    Ali, Halima; Punjabi, Alkesh

    2013-05-01

    Magnetic perturbations in tokamaks lead to the formation of magnetic islands, chaotic field lines, and the destruction of flux surfaces. Controlling or reducing transport along chaotic field lines is a key challenge in magnetically confined fusion plasmas. A local control method was proposed by Chandre et al. [Nucl. Fusion 46, 33-45 (2006)] to build barriers to magnetic field line diffusion by addition of a small second-order control term localized in the phase space to the field line Hamiltonian. Formation and existence of such magnetic barriers in Ohmically heated tokamaks (OHT), ASDEX UG and piecewise analytic DIII-D [Luxon, J.L.; Davis, L.E., Fusion Technol. 8, 441 (1985)] plasma equilibria was predicted by the authors [Ali, H.; Punjabi, A., Plasma Phys. Control. Fusion 49, 1565-1582 (2007)]. Very recently, this prediction for the DIII-D has been corroborated [Volpe, F.A., et al., Nucl. Fusion 52, 054017 (2012)] by field-line tracing calculations, using experimentally constrained Equilibrium Fit (EFIT) [Lao, et al., Nucl. Fusion 25, 1611 (1985)] DIII-D equilibria perturbed to include the vacuum field from the internal coils utilized in the experiments. This second-order approach is applied to the DIII-D tokamak to build noble irrational magnetic barriers inside the chaos created by the locked resonant magnetic perturbations (RMPs) (m, n)=(3, 1)+(4, 1), with m and n the poloidal and toroidal mode numbers of the Fourier expansion of the magnetic perturbation with amplitude δ. A piecewise, analytic, accurate, axisymmetric generating function for the trajectories of magnetic field lines in the DIII-D is constructed in magnetic coordinates from the experimental EFIT Grad-Shafranov solver [Lao, L, et al., Fusion Sci. Technol. 48, 968 (2005)] for the shot 115,467 at 3000 ms in the DIII-D. A symplectic mathematical map is used to integrate field lines in the DIII-D. A numerical algorithm [Ali, H., et al., Radiat. Eff. Def. Solids Inc. Plasma Sc. Plasma Tech. 165, 83

  17. U.S. Army Research Institute Program in Basic Research FY 2004

    DTIC Science & Technology

    2005-08-01

    reports from these research efforts is available upon request. Paul A. Gade, Chief, Research and Advanced Concepts Office Laura Wheeler Poms, Consortium...subjects during the time when they are most awake; making sure subjects are not sick, hungry , or taking any performance-enhancing drugs other than...received growing confirmation in a range of other sciences. Neuropsychological studies of ultimatum game performance have confirmed the role of brain

  18. Healthy Gaming - Video Game Design to promote Health.

    PubMed

    Brox, E; Fernandez-Luque, L; Tøllefsen, T

    2011-01-01

    There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

  19. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

    PubMed

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.

  20. QTL mapping of adult plant resistance to Ug99 stem rust in the spring wheat population RB07/MN06113-8

    USDA-ARS?s Scientific Manuscript database

    The emergence and spread of the Ug99 race group of the stem rust pathogen in the past decade has exposed the vulnerability of wheat to this disease. Discovery of novel and effective sources of resistance is vital to reduce losses. The experimental breeding line MN06113-8 and cultivar RB07 developed ...

  1. Influence of biases in numerical magnitude allocation on human prosocial decision making.

    PubMed

    Arshad, Qadeer; Nigmatullina, Yuliya; Siddiqui, Shuaib; Franka, Mustafa; Mediratta, Saniya; Ramachandaran, Sanjeev; Lobo, Rhannon; Malhotra, Paresh A; Roberts, R E; Bronstein, Adolfo M

    2017-12-01

    Over the past decade neuroscientific research has attempted to probe the neurobiological underpinnings of human prosocial decision making. Such research has almost ubiquitously employed tasks such as the dictator game or similar variations (i.e., ultimatum game). Considering the explicit numerical nature of such tasks, it is surprising that the influence of numerical cognition on decision making during task performance remains unknown. While performing these tasks, participants typically tend to anchor on a 50:50 split that necessitates an explicit numerical judgement (i.e., number-pair bisection). Accordingly, we hypothesize that the decision-making process during the dictator game recruits overlapping cognitive processes to those known to be engaged during number-pair bisection. We observed that biases in numerical magnitude allocation correlated with the formulation of decisions during the dictator game. That is, intrinsic biases toward smaller numerical magnitudes were associated with the formulation of less favorable decisions, whereas biases toward larger magnitudes were associated with more favorable choices. We proceeded to corroborate this relationship by subliminally and systematically inducing biases in numerical magnitude toward either higher or lower numbers using a visuo-vestibular stimulation paradigm. Such subliminal alterations in numerical magnitude allocation led to proportional and corresponding changes to an individual's decision making during the dictator game. Critically, no relationship was observed between neither intrinsic nor induced biases in numerical magnitude on decision making when assessed using a nonnumerical-based prosocial questionnaire. Our findings demonstrate numerical influences on decisions formulated during the dictator game and highlight the necessity to control for confounds associated with numerical cognition in human decision-making paradigms. NEW & NOTEWORTHY We demonstrate that intrinsic biases in numerical magnitude

  2. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns.

    PubMed

    Paik, Soo-Hyun; Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-12-05

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

  3. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    PubMed Central

    Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD. PMID:29206183

  4. Healthy Gaming – Video Game Design to promote Health

    PubMed Central

    Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.

    2011-01-01

    Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865

  5. Application of inexpensive, low-cost, low-bandwidth silhouette profiling UGS systems to current remote sensing operations

    NASA Astrophysics Data System (ADS)

    Haskovic, Emir Y.; Walsh, Sterling; Cloud, Glenn; Winkelman, Rick; Jia, Yingqing; Vishnyakov, Sergey; Jin, Feng

    2013-05-01

    Low cost, power and bandwidth UGS can be used to fill the growing need for surveillance in remote environments. In particular, linear and 2D thermal sensor systems can run for up to months at a time and their deployment can be scaled to suit the size of the mission. Thermal silhouette profilers like Brimrose's SPOT system reduce power and bandwidth requirements by performing elementary classification and only transmitting binary data using optimized compression methods. These systems satisfy the demands for an increasing number of surveillance operations where reduced bandwidth and power consumption are mission critical.

  6. Economic decision-making in psychopathy: a comparison with ventromedial prefrontal lesion patients.

    PubMed

    Koenigs, Michael; Kruepke, Michael; Newman, Joseph P

    2010-06-01

    Psychopathy, which is characterized by a constellation of antisocial behavioral traits, may be subdivided on the basis of etiology: "primary" (low-anxious) psychopathy is viewed as a direct consequence of some core intrinsic deficit, whereas "secondary" (high-anxious) psychopathy is viewed as an indirect consequence of environmental factors or other psychopathology. Theories on the neurobiology of psychopathy have targeted dysfunction within ventromedial prefrontal cortex (vmPFC) as a putative mechanism, yet the relationship between vmPFC function and psychopathy subtype has not been fully explored. In this study, we administered two laboratory decision-making tasks (the Ultimatum Game and the Dictator Game) to a group of prisoners (n=47) to determine whether the different subtypes of psychopathy (primary vs. secondary) are associated with characteristic patterns of economic decision-making, and furthermore, whether either subtype exhibits similar performance to patients with vmPFC lesions. Comparing primary psychopaths (n=6) to secondary psychopaths (n=6) and non-psychopaths (n=22), we found that primary psychopathy was associated with significantly lower acceptance rates of unfair Ultimatum offers and lower offer amounts in the Dictator Game. Moreover, primary psychopaths were quantitatively similar to vmPFC lesion patients in their response patterns. These results support the purported connection between psychopathy and vmPFC dysfunction, bolster the distinction between primary and secondary psychopathy, and demonstrate the utility of laboratory economic decision-making tests in differentiating clinical subgroups. Copyright 2010 Elsevier Ltd. All rights reserved.

  7. Serious Games: Video Games for Good?

    ERIC Educational Resources Information Center

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  8. Evaluation of PGE Liberation and Chromium Isolation in a Solid UG2 Chromitite Concentrates at Moderate Temperatures Using ICP-OES

    NASA Astrophysics Data System (ADS)

    Chiweshe, Trevor T.; Purcell, Walter; Venter, Johan A.

    2016-06-01

    Complete sample digestion is a prerequisite in achieving accurate and reproducible results in wet chemical analysis as well as effective element recovery in hydrometallurgical beneficiation processes. Inductively coupled plasma-optical emission spectroscopy was used to evaluate the efficiency of (NH4)2HPO4/(NH4)H2PO4, Na2HPO4/NaH2PO4·H2O (800°C), NH4F·HF flux (250°C), microwave dissolution using HCl and aqua regia acids (240°C) to dissolve and liberate the platinum group metals (PGE) in a Upper Group 2 (UG2) chromitite concentrate sample. Complete digestion of the UG2 chromitite ore was achieved using Na2HPO4/NaH2PO4·H2O and (NH4)2HPO4/(NH4)H2PO4 flux mixtures and average PGE (Ru, Os and Pt) yields of 1.90 g/kg (Ru), 0.88 g/kg (Os), 2.52 g/kg (Pt) were obtained using Sc as internal standard. Fusion with NH4F·HF yielded 0.85 g/kg (Ru), 0.72 g/kg (Os) and 0.95 g/kg (Pt) whilst microwave dissolution using HCl and aqua regia yielded an average of 0.77 g/kg (Ru), 0.08 g/kg (Os) and 0.35 g/kg (Pt). Sodium phosphate flux, however, introduced Na+ ions as easily ionised elements, which affected the emission intensities to yield slightly inflated PGE (Ru, Os and Pt) yields. The use of ammonium phosphate and sodium phosphate at 800°C (after the selective removal of Na+ ions) proved to better the fluxes and produced higher and consistent PGE yields. The use of ammonium phosphate flux was also shown to facilitate the isolation of a green chromium precipitate with a 98.9% purity, which may assist in a hydrometallurgical beneficiation process of the UG2 chromitite concentrate ore and may also have important implications for the ferro-chrome industry.

  9. Defining and Leveraging Game Qualities for Serious Games

    NASA Technical Reports Server (NTRS)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

    Serious games can and should leverage the unique qualities of video games to effectively deliver educational experiences for the learners. However, leveraging these qualities is incumbent upon understanding what these unique 'game' qualities are , and how they can facilitate the learning process. This paper presents an examination of the meaning of the term 'game' . as it applies to both serious games and digital entertainment games. Through the examination of counter examples, we derive three game characteristics; games are self contained, provide a variety of meaningful choices, and are intrinsically compelling. We also discuss the theoretical educational foundations which support the application of these 'game qualities' to educational endeavors. This paper concludes with a presentation of results achieved through the application of these qualities and the applicable educational theories to teach learners about the periodic table of elements via a serious game developed by the authors.

  10. Exploring Game Experiences and Game Leadership in Massively Multiplayer Online Role-Playing Games

    ERIC Educational Resources Information Center

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

    This study explored the in-game experiences of massively multiplayer online role-playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play…

  11. Response to unfairness across the suicide risk spectrum.

    PubMed

    Carbajal, Jessica M; Gamboa, Jorge L; Moore, Jordan; Smith, Favrin; Ann Eads, Lou; Clothier, Jeffrey L; Cáceda, Ricardo

    2017-12-01

    Suicidal behavior is frequently triggered by social crises, such as familial, romantic, social or work-related conflict. A variety of cognitive and social functioning impairments has been associated with suicidal thoughts and acts. One of the precipitating and perpetuating factors of social conflict is the desire for retribution after a perceived offense, even at one's own detriment. We utilized the Ultimatum Game-a behavioral economic task which examines the behavioral response to perceived unfairness-in order to characterize the response to unfairness across the acute suicide risk spectrum. We examined five groups of adult individuals of both genders (n = 204): High- and Low-Lethality recent Suicide Attempters, Suicidal Ideators, Non-Suicidal Depressed Patients; and Healthy Controls. We also measured demographic and clinical variables. Even though all depressed groups showed similar rejection rates in the Ultimatum Game, there was a higher likelihood of rejecting offers in the low stakes condition in all acutely suicidal groups compared with healthy controls. Stake size, offer, education, and gender of the proposer were significantly associated with rejection rates. Acutely suicidal patients may be more vulnerable to adverse interpersonal interactions. Further characterization of social behavior may provide targets for secondary and tertiary prevention for high-risk individuals. Published by Elsevier B.V.

  12. The reward-like nature of social cues that indicate successful altruistic punishment.

    PubMed

    Mussel, Patrick; Hewig, Johannes; Weiß, Martin

    2018-04-27

    Altruistic punishment is the attempt to penalize deviant behavior of another person even though it is accompanied by personal costs. Here, we investigated the influence of the reaction on the socioemotional level of the other person following altruistic punishment behavior on future decision making and neural responses. We used a modified ultimatum game, which included an emotional facial feedback of the proposer following the decision of the participant. We found higher acceptance rates for proposers showing a smile upon acceptance or a sad face upon rejection of an offer, compared to proposers showing a neutral facial expression. On the neural level, we found a reversed N2 effect for negative emotional faces in the context of altruistic punishment, compared to a control condition. Specifically, when following the rejection of an unfair offer, negative emotional faces showed a reward-like positivity that might signal successful altruistic punishment. In addition, differential effects for P3 amplitudes might signal the subjective importance of a desired outcome. Our results are in line with the interpretation that rejection of unfair offers in the ultimatum game is due to intended altruistic punishment. Social cues may exhibit reward-like properties when indicating successful altruistic punishment and can influence subsequent decision making. © 2018 Society for Psychophysiological Research.

  13. Gaming Increases Craving to Gaming-Related Stimuli in Individuals With Internet Gaming Disorder.

    PubMed

    Dong, Guangheng; Wang, Lingxiao; Du, Xiaoxia; Potenza, Marc N

    2017-07-01

    Internet gaming disorder (IGD) has been proposed as a behavioral addiction warranting additional investigation. Craving is considered a core component of addictions. However, few studies to date have investigated craving in IGD. In the current study, we investigated how gaming was associated with changes in response to gaming-related stimuli in subjects with IGD and those with recreational game use (RGU). Behavioral and functional magnetic resonance imaging data were collected from 27 individuals with IGD and 43 individuals with RGU. Subjects' craving responses to gaming-related stimuli were measured before and after 30 minutes of gaming. The comparison between post- and pregaming measures showed that for IGD, gaming was associated with increased craving and increased brain activation of the lateral and prefrontal cortex, the striatum, and the precuneus when exposed to gaming-related stimuli. In individuals with RGU, no enhanced brain activity was observed. These results suggest that gaming behavior enhances craving responses in subjects with IGD but not in subjects with RGU, provide insight into potential mechanisms underlying IGD, and suggest behavioral and neurobiological targets for IGD-related interventions. Copyright © 2017 Society of Biological Psychiatry. Published by Elsevier Inc. All rights reserved.

  14. Games in Geography.

    ERIC Educational Resources Information Center

    Walford, Rex

    Six games designed for classroom use are described in this book: 1) Shopping Game; 2) Bus Service Game; 3) North Sea Gas Game; 4) Railway Pioneers Game; 5) Development Game; and 6) Export Drive Game. The description of each game comprises a separate chapter, and includes information about the general aims of the game, how the various game elements…

  15. Resource Allocation Games: A Priming Game for a Series of Instructional Games (The POE Game).

    ERIC Educational Resources Information Center

    Allen, Layman E.

    This paper describes in detail the paper-and-pencil POE (Pelham Odd 'R Even) game, in which units of space are the allocated resources. The game is designed to provide an introduction to the rule structure common to the games of EQUATIONS, WFF 'N PROOF, and ON-SENTS & NON-SENTS. Techniques of playing POE, including goals, solutions, moves, scoring…

  16. Navajo Games.

    ERIC Educational Resources Information Center

    Cliff, Janet M.

    1990-01-01

    Reviews 163 sources on Navajo games, play, and toys. Includes an annotated bibliography of those materials. Examines relationships between games and religion, origin myths, and ceremonies. Discusses attitudes toward games, gambling, and cheating; and the dichotomy between children's and adults' games. Describes specific toys, games, and play…

  17. [Game addiction].

    PubMed

    Mori, Akio; Iwadate, Masako; Minakawa, Nahoko T; Kawashima, Satoshi

    2015-09-01

    The purpose of this article is to analyze the South Korea and China of computer game research, and the current state of research in Japan. Excessive game actions were analyzed by PET-MRI, MRI, fMRI, NIRS, EEG. These results showed that the prefrontal cortical activity decreased during game play. Also, game addiction causes damage to the prefrontal cortex. The NIRS-EEG and simultaneous recording, during game play correspond well with the decrease of β band and oxygen-hemoglobin. The α band did not change with game play. However, oxygen-hemoglobin decreased during game play. South Korea, game addiction measures have been analyzed since 2002, but in Japan the research is recent.

  18. The influence of game genre on Internet gaming disorder

    PubMed Central

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-01-01

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre. PMID:28658960

  19. The influence of game genre on Internet gaming disorder.

    PubMed

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-06-29

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

  20. Video game addiction, ADHD symptomatology, and video game reinforcement.

    PubMed

    Mathews, Christine L; Morrell, Holly E R; Molle, Jon E

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps < 0.001). Type of game played or preferred the most was not associated with addiction severity, ps > .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  1. Emergence of virulence to SrTmp in the Ug99 race group of wheat stem rust, Puccinia graminis f.sp. tritici in Africa

    USDA-ARS?s Scientific Manuscript database

    The Ug99 race (TTKSK) of wheat stem rust was first detected in Uganda in 1998, and since then seven additional variants have been reported, i.e., TTKSF, TTKST, TTTSK, TTKSP, PTKSK, PTKST, and TTKSF+. In this study, 84 stem rust samples from the 2014 surveys of wheat fields in east Africa (Kenya, 9; ...

  2. Novel Approaches to Obesity Prevention: Effects of Game Enjoyment and Game Type on Energy Expenditure in Active Video Games

    PubMed Central

    Lyons, Elizabeth J.; Tate, Deborah F.; Komoski, Stephanie E.; Carr, Philip M.; Ward, Dianne S.

    2012-01-01

    Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810

  3. Novel approaches to obesity prevention: effects of game enjoyment and game type on energy expenditure in active video games.

    PubMed

    Lyons, Elizabeth J; Tate, Deborah F; Komoski, Stephanie E; Carr, Philip M; Ward, Dianne S

    2012-07-01

    Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Young adults (N = 100, 50 female, 55 overweight, aged 18-35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg(-1)/h(-1) (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. © 2012 Diabetes Technology Society.

  4. Computer and video game addiction-a comparison between game users and non-game users.

    PubMed

    Weinstein, Aviv Malkiel

    2010-09-01

    Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life. It is not clear whether video game playing meets diagnostic criteria for Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV). First objective is to review the literature on computer and video game addiction over the topics of diagnosis, phenomenology, epidemiology, and treatment. Second objective is to describe a brain imaging study measuring dopamine release during computer game playing. Article search of 15 published articles between 2000 and 2009 in Medline and PubMed on computer and video game addiction. Nine abstinent "ecstasy" users and 8 control subjects were scanned at baseline and after performing on a motorbike riding computer game while imaging dopamine release in vivo with [123I] IBZM and single photon emission computed tomography (SPECT). Psycho-physiological mechanisms underlying computer game addiction are mainly stress coping mechanisms, emotional reactions, sensitization, and reward. Computer game playing may lead to long-term changes in the reward circuitry that resemble the effects of substance dependence. The brain imaging study showed that healthy control subjects had reduced dopamine D2 receptor occupancy of 10.5% in the caudate after playing a motorbike riding computer game compared with baseline levels of binding consistent with increased release and binding to its receptors. Ex-chronic "ecstasy" users showed no change in levels of dopamine D2 receptor occupancy after playing this game. This evidence supports the notion that psycho-stimulant users have decreased sensitivity to natural reward. Computer game addicts or gamblers may show reduced dopamine response to stimuli associated with their addiction presumably due to sensitization.

  5. Tabletop Games: Platforms, Experimental Games and Design Recommendations

    NASA Astrophysics Data System (ADS)

    Haller, Michael; Forlines, Clifton; Koeffel, Christina; Leitner, Jakob; Shen, Chia

    While the last decade has seen massive improvements in not only the rendering quality, but also the overall performance of console and desktop video games, these improvements have not necessarily led to a greater population of video game players. In addition to continuing these improvements, the video game industry is also constantly searching for new ways to convert non-players into dedicated gamers. Despite the growing popularity of computer-based video games, people still love to play traditional board games, such as Risk, Monopoly, and Trivial Pursuit. Both video and board games have their strengths and weaknesses, and an intriguing conclusion is to merge both worlds. We believe that a tabletop form-factor provides an ideal interface for digital board games. The design and implementation of tabletop games will be influenced by the hardware platforms, form factors, sensing technologies, as well as input techniques and devices that are available and chosen. This chapter is divided into three major sections. In the first section, we describe the most recent tabletop hardware technologies that have been used by tabletop researchers and practitioners. In the second section, we discuss a set of experimental tabletop games. The third section presents ten evaluation heuristics for tabletop game design.

  6. The Napoleon Complex: When Shorter Men Take More.

    PubMed

    Knapen, Jill E P; Blaker, Nancy M; Van Vugt, Mark

    2018-05-01

    Inspired by an evolutionary psychological perspective on the Napoleon complex, we hypothesized that shorter males are more likely to show indirect aggression in resource competitions with taller males. Three studies provide support for our interpretation of the Napoleon complex. Our pilot study shows that men (but not women) keep more resources for themselves when they feel small. When paired with a taller male opponent (Study 1), shorter men keep more resources to themselves in a game in which they have all the power (dictator game) versus a game in which the opponent also has some power (ultimatum game). Furthermore, shorter men are not more likely to show direct, physical aggression toward a taller opponent (Study 2). As predicted by the Napoleon complex, we conclude that (relatively) shorter men show greater behavioral flexibility in securing resources when presented with cues that they are physically less competitive. Theoretical and practical implications are discussed.

  7. Social activities, self-efficacy, game attitudes, and game addiction.

    PubMed

    Jeong, Eui Jun; Kim, Doo Hwan

    2011-04-01

    This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of game addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and time spent on gaming each day), social self-efficacy (both on- and offline), general social activities (with parents, friends, and teachers), gaming activities with parents, and attitudes toward gaming (those of self, parents, friends, and teachers) with the degree of game addiction. In addition, we conducted ANOVA tests to determine the differences among three groups: non-addicts (NA), possible (mild or moderate) addicts (PA), and Internet addicts (IA). The results show that social self-efficacy in the real world (offline) was negatively related with the degree of game addiction, whereas social self-efficacy in the virtual world (online) indicated a positive association. Social activities with parents are negatively associated with game addiction, although no relationship is found between gaming activities with parents and game addiction. Parental attitude toward gaming has a negative relationship with the addiction. Results and implications are discussed.

  8. Lead exposure in bald eagles from big game hunting, the continental implications and successful mitigation efforts.

    PubMed

    Bedrosian, Bryan; Craighead, Derek; Crandall, Ross

    2012-01-01

    Studies suggest hunter discarded viscera of big game animals (i.e., offal) is a source of lead available to scavengers. We investigated the incidence of lead exposure in bald eagles in Wyoming during the big game hunting season, the influx of eagles into our study area during the hunt, the geographic origins of eagles exposed to lead, and the efficacy of using non-lead rifle ammunition to reduce lead in eagles. We tested 81 blood samples from bald eagles before, during and after the big game hunting seasons in 2005-2010, excluding 2008, and found eagles had significantly higher lead levels during the hunt. We found 24% of eagles tested had levels indicating at least clinical exposure (>60 ug/dL) during the hunt while no birds did during the non-hunting seasons. We performed driving surveys from 2009-2010 to measure eagle abundance and found evidence to suggest that eagles are attracted to the study area during the hunt. We fitted 10 eagles with satellite transmitters captured during the hunt and all migrated south after the cessation of the hunt. One returned to our study area while the remaining nine traveled north to summer/breed in Canada. The following fall, 80% returned to our study area for the hunting season, indicating that offal provides a seasonal attractant for eagles. We fitted three local breeding eagles with satellite transmitters and none left their breeding territories to feed on offal during the hunt, indicating that lead ingestion may be affecting migrants to a greater degree. During the 2009 and 2010 hunting seasons we provided non-lead rifle ammunition to local hunters and recorded that 24% and 31% of successful hunters used non-lead ammunition, respectively. We found the use of non-lead ammunition significantly reduced lead exposure in eagles, suggesting this is a viable solution to reduce lead exposure in eagles.

  9. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

    PubMed Central

    Hilgard, Joseph; Engelhardt, Christopher R.; Bartholow, Bruce D.

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called “game addiction”). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use. PMID:24058355

  10. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES).

    PubMed

    Hilgard, Joseph; Engelhardt, Christopher R; Bartholow, Bruce D

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use.

  11. Cognitive behavioral game design: a unified model for designing serious games

    PubMed Central

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner’s (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games. PMID:24550858

  12. Cognitive behavioral game design: a unified model for designing serious games.

    PubMed

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.

  13. Combat games

    NASA Technical Reports Server (NTRS)

    Ardema, M. D.; Heymann, M.; Rajan, N.

    1985-01-01

    A mathematical formulation is proposed of a combat game between two opponents with offensive capabilities and offensive objective is proposed. Resolution of the combat involves solving two differential games with state constraints. Depending on the game dynamics and parameters, the combat can terminate in one of four ways: the first player wins; the second player wins; a draw (neither wins); or joint capture. In the first two cases, the optimal strategies of the two players are determined from suitable zero-sum games, whereas in the latter two the relevant games are nonzero-sum. Further, to avoid certain technical difficulties, the concept of a delta-combat game is introduced.

  14. Altered Brain Reactivity to Game Cues After Gaming Experience.

    PubMed

    Ahn, Hyeon Min; Chung, Hwan Jun; Kim, Sang Hee

    2015-08-01

    Individuals who play Internet games excessively show elevated brain reactivity to game-related cues. This study attempted to test whether this elevated cue reactivity observed in game players is a result of repeated exposure to Internet games. Healthy young adults without a history of excessively playing Internet games were recruited, and they were instructed to play an online Internet game for 2 hours/day for five consecutive weekdays. Two control groups were used: the drama group, which viewed a fantasy TV drama, and the no-exposure group, which received no systematic exposure. All participants performed a cue reactivity task with game, drama, and neutral cues in the brain scanner, both before and after the exposure sessions. The game group showed an increased reactivity to game cues in the right ventrolateral prefrontal cortex (VLPFC). The degree of VLPFC activation increase was positively correlated with the self-reported increase in desire for the game. The drama group showed an increased cue reactivity in response to the presentation of drama cues in the caudate, posterior cingulate, and precuneus. The results indicate that exposure to either Internet games or TV dramas elevates the reactivity to visual cues associated with the particular exposure. The exact elevation patterns, however, appear to differ depending on the type of media experienced. How changes in each of the regions contribute to the progression to pathological craving warrants a future longitudinal study.

  15. "The Academic Game" as a Frame Game.

    ERIC Educational Resources Information Center

    Bredemeier, Mary E.; And Others

    1981-01-01

    Describes a frame game which focuses on problems of sex, status, and organizational development. "The Academic Game" is a specific model of a generic game that has differential consequences for men and women, and is easily adaptable to other organizational settings, including public administration and industry. Six references are listed.…

  16. Brain activities associated with gaming urge of online gaming addiction.

    PubMed

    Ko, Chih-Hung; Liu, Gin-Chung; Hsiao, Sigmund; Yen, Ju-Yu; Yang, Ming-Jen; Lin, Wei-Chen; Yen, Cheng-Fang; Chen, Cheng-Sheng

    2009-04-01

    The aim of this study was to identify the neural substrates of online gaming addiction through evaluation of the brain areas associated with the cue-induced gaming urge. Ten participants with online gaming addiction and 10 control subjects without online gaming addiction were tested. They were presented with gaming pictures and the paired mosaic pictures while undergoing functional magnetic resonance imaging (fMRI) scanning. The contrast in blood-oxygen-level dependent (BOLD) signals when viewing gaming pictures and when viewing mosaic pictures was calculated with the SPM2 software to evaluate the brain activations. Right orbitofrontal cortex, right nucleus accumbens, bilateral anterior cingulate and medial frontal cortex, right dorsolateral prefrontal cortex, and right caudate nucleus were activated in the addicted group in contrast to the control group. The activation of the region-of-interest (ROI) defined by the above brain areas was positively correlated with self-reported gaming urge and recalling of gaming experience provoked by the WOW pictures. The results demonstrate that the neural substrate of cue-induced gaming urge/craving in online gaming addiction is similar to that of the cue-induced craving in substance dependence. The above-mentioned brain regions have been reported to contribute to the craving in substance dependence, and here we show that the same areas were involved in online gaming urge/craving. Thus, the results suggest that the gaming urge/craving in online gaming addiction and craving in substance dependence might share the same neurobiological mechanism.

  17. Game injuries in relation to game schedules in the National Basketball Association.

    PubMed

    Teramoto, Masaru; Cross, Chad L; Cushman, Daniel M; Maak, Travis G; Petron, David J; Willick, Stuart E

    2017-03-01

    Injury management is critical in the National Basketball Association (NBA), as players experience a wide variety of injuries. Recently, it has been suggested that game schedules, such as back-to-back games and four games in five days, increase the risk of injuries in the NBA. The aim of this study was to examine the association between game schedules and player injuries in the NBA. Descriptive epidemiology study. The present study analyzed game injuries and game schedules in the 2012-13 through 2014-15 regular seasons. Game injuries by game schedules and players' profiles were examined using an exact binomial test, the Fisher's exact test and the Mann-Whitney-Wilcoxon test. A Poisson regression analysis was performed to predict the number of game injuries sustained by each player from game schedules and injured players' profiles. There were a total of 681 cases of game injuries sustained by 280 different players during the three years (total N=1443 players). Playing back-to-back games or playing four games in five days alone was not associated with an increased rate of game injuries, whereas a significant positive association was found between game injuries and playing away from home (p<0.05). Playing back-to-back games and away games were significant predictors of frequent game injuries (p<0.05). Game schedules could be one factor that impacts the risk of game injuries in the NBA. The findings could be useful for designing optimal game schedules in the NBA as well as helping NBA teams make adjustments to minimize game injuries. Copyright © 2016 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  18. Versatility and addiction in gaming: the number of video-game genres played is associated with pathological gaming in male adolescents.

    PubMed

    Donati, Maria Anna; Chiesi, Francesca; Ammannato, Giulio; Primi, Caterina

    2015-02-01

    This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years). Analyses showed that pathological gaming was predicted not only by higher time spent on gaming, but also by participation in a greater number of video game genres. Specifically, the wider the array of video game genres played, the higher were the negative consequences caused by gaming. Findings show that versatility can be considered as one of the behavioral risk factors related to gaming addiction, which may be characterized by a composite and diversified experience with video games. This study suggests that educational efforts designed to prevent gaming addiction among youth may also be focused on adolescents' engagement in different video games.

  19. Constructionist Gaming: Understanding the Benefits of Making Games for Learning.

    PubMed

    Kafai, Yasmin B; Burke, Quinn

    2015-10-02

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions-namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures.

  20. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    PubMed Central

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions—namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures. PMID:27019536

  1. Enhancing cognition with video games: a multiple game training study.

    PubMed

    Oei, Adam C; Patterson, Michael D

    2013-01-01

    Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.

  2. Enhancing Cognition with Video Games: A Multiple Game Training Study

    PubMed Central

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

    Background Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. Methodology/Principal Findings We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Conclusion/Significance Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be

  3. Ubiquitous Games for Learning (UbiqGames): Weatherlings, a Worked Example

    ERIC Educational Resources Information Center

    Klopfer, E.; Sheldon, J.; Perry, J.; Chen, V. H. -H.

    2012-01-01

    This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In…

  4. Energy cost and game flow of 5 exer-games in trained players.

    PubMed

    Bronner, Shaw; Pinsker, Russell; Noah, J Adam

    2013-05-01

    To determine energy expenditure and player experience in exer-games designed for novel platforms. Energy cost of 7 trained players was measured in 5 music-based exer-games. Participants answered a questionnaire about "game flow," experience of enjoyment, and immersion in game play. Energy expenditure during game play ranged from moderate to vigorous intensity (4 - 9 MET). Participant achieved highest MET levels and game flow while playing StepMania and lowest MET levels and game flow when playing Wii Just Dance 3(®) and Kinect Dance Central™. Game flow scores positively correlated with MET levels. Physiological measurement and game flow testing during game development may help to optimize exer-game player activity and experience.

  5. Precise estimates of gaming-related harm should guide regulation of gaming.

    PubMed

    Starcevic, Vladan; Billieux, Joël

    2018-06-13

    Regulation of gaming is largely based on the perception of gaming-related harm. This perception varies from one country to another and does not necessarily correspond to the real gaming-related harm. It is argued that there is a crucial need to define and assess domains of this harm in order to introduce policies that regulate gaming. Such policies would ideally be targeted at individuals at risk for problematic gaming and would be based more on educational efforts than on restrictive measures. The role of gaming industry in the regulation of gaming would depend on the more precise estimates of gaming-related harm.

  6. Fine mapping and characterization of Sr21, a temperature-sensitive diploid wheat resistance gene effective against the Puccinia graminis f.sp. tritici Ug99 race group

    USDA-ARS?s Scientific Manuscript database

    A new race of Puccinia graminis f. sp. tritici, the causal pathogen of stem rust of wheat, designated TTKSK (also known as Ug99) and its variants are virulent to most of the stem rust resistance genes currently deployed in wheat cultivars worldwide. Therefore, identification, mapping and deployment ...

  7. Video games.

    PubMed

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  8. Game theory.

    PubMed

    Dufwenberg, Martin

    2011-03-01

    Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.

  9. Applying matching pursuit decomposition time-frequency processing to UGS footstep classification

    NASA Astrophysics Data System (ADS)

    Larsen, Brett W.; Chung, Hugh; Dominguez, Alfonso; Sciacca, Jacob; Kovvali, Narayan; Papandreou-Suppappola, Antonia; Allee, David R.

    2013-06-01

    The challenge of rapid footstep detection and classification in remote locations has long been an important area of study for defense technology and national security. Also, as the military seeks to create effective and disposable unattended ground sensors (UGS), computational complexity and power consumption have become essential considerations in the development of classification techniques. In response to these issues, a research project at the Flexible Display Center at Arizona State University (ASU) has experimented with footstep classification using the matching pursuit decomposition (MPD) time-frequency analysis method. The MPD provides a parsimonious signal representation by iteratively selecting matched signal components from a pre-determined dictionary. The resulting time-frequency representation of the decomposed signal provides distinctive features for different types of footsteps, including footsteps during walking or running activities. The MPD features were used in a Bayesian classification method to successfully distinguish between the different activities. The computational cost of the iterative MPD algorithm was reduced, without significant loss in performance, using a modified MPD with a dictionary consisting of signals matched to cadence temporal gait patterns obtained from real seismic measurements. The classification results were demonstrated with real data from footsteps under various conditions recorded using a low-cost seismic sensor.

  10. Effects of ecstasy on cooperative behaviour and perception of trustworthiness: a naturalistic study.

    PubMed

    Stewart, L H; Ferguson, B; Morgan, C J A; Swaboda, N; Jones, L; Fenton, R; Wall, M B; Curran, H V

    2014-11-01

    Acute recreational use of 3,4-methylenedioxymethamphetamine (MDMA; 'ecstasy') can promote pro-social effects which may alter interpersonal perceptions. To explore such effects, this study investigated whether acute recreational use of ecstasy was associated with changes in individual perception of trustworthiness of people's faces and co-operative behaviours. An independent group, repeated measures design was used in which 17 ecstasy users were tested on the night of drug use (day 0) and again three days later (day 3); 22 controls were tested on parallel days. On each day, participants rated the trustworthiness of 66 faces, carried out three co-operative behaviour tasks (public good; dictator; ultimatum game) and completed mood self-ratings. Acute ecstasy use was associated with increased face trustworthiness ratings and increased cooperative behaviour on the dictator and ultimatum games; on day 3 there were no group differences on any task. Self-ratings showed the standard acute ecstasy effects (euphoria, energy, jaw clenching) with negative effects (less empathy, compassion, more distrust, hostility) emerging on day 3. Our findings of increased perceived trustworthiness and co-operative behaviours following use of ecstasy suggest that a single dose of the drug enhances aspects of empathy. This may in turn contribute to its popularity as a recreational drug and potentially to its enhancement of the therapeutic alliance in psychotherapy. © The Author(s) 2014.

  11. Differential games.

    NASA Technical Reports Server (NTRS)

    Varaiya, P. P.

    1972-01-01

    General discussion of the theory of differential games with two players and zero sum. Games starting at a fixed initial state and ending at a fixed final time are analyzed. Strategies for the games are defined. The existence of saddle values and saddle points is considered. A stochastic version of a differential game is used to examine the synthesis problem.

  12. Altered Heart Rate Variability During Gaming in Internet Gaming Disorder.

    PubMed

    Lee, Deokjong; Hong, Sung Jun; Jung, Young-Chul; Park, Jinsick; Kim, In Young; Namkoong, Kee

    2018-04-01

    Internet gaming disorder (IGD) is characterized by addiction to online gaming and reduced executive control, particularly when individuals are exposed to gaming-related cues. Executive control can be measured as vagally mediated heart rate variability (HRV), which corresponds to variability in the time interval between heart beats. In this study, we investigated whether individuals with IGD have altered HRV while playing online games. We hypothesized that while gaming, individuals with IGD would exhibit phasic suppression of vagally mediated HRV, which would reflect executive control dysfunction during game play. To test this, we measured the changes of HRV when young males with IGD were engaged in real-time online gaming. The changes of HRV were associated with the severity of IGD assessed by self-reports and prefrontal gray matter volume (GMV) calculated by voxel-based morphometry. We included 23 IGD subjects and 18 controls in our analyses. Changes in HRV were not statistically different between IGD subjects and controls. Within the IGD group, however, subjects showed significant decreases in high-frequency (HF) HRV during gaming. Furthermore, the degree of decrease correlated with IGD severity and prefrontal GMV. Importantly, this phasic suppression of HF-HRV in response to gaming did not occur in control subjects. In conclusion, young males with IGD showed an altered HRV response while playing an online game, reflecting their difficulties in executive control over gaming. The dynamics between executive control and reward seeking may be out of balance during game play in IGD.

  13. Extended non-local games and monogamy-of-entanglement games.

    PubMed

    Johnston, Nathaniel; Mittal, Rajat; Russo, Vincent; Watrous, John

    2016-05-01

    We study a generalization of non-local games-which we call extended non-local games -in which the players, Alice and Bob, initially share a tripartite quantum state with the referee. In such games, the winning conditions for Alice and Bob may depend on the outcomes of measurements made by the referee, on its part of the shared quantum state, in addition to Alice and Bob's answers to randomly selected questions. Our study of this class of games was inspired by the monogamy-of-entanglement games introduced by Tomamichel, Fehr, Kaniewski and Wehner, which they also generalize. We prove that a natural extension of the Navascués-Pironio-Acín hierarchy of semidefinite programmes converges to the optimal commuting measurement value of extended non-local games, and we prove two extensions of results of Tomamichel et al.  concerning monogamy-of-entanglement games.

  14. Gamble While You Gamble: Electronic Games in Ontario Charitable Gaming Centres.

    PubMed

    Harrigan, Kevin; Brown, Dan; MacLaren, Vance

    Electronic Bingo games have recently appeared in Ontario Charitable Gaming Centres. Here we summarize the characteristics of this novel form of electronic gambling, and give a detailed characterization of one game. We contend that these games have structural characteristics that make them similar to modern Electronic Gaming Machines (EGMs) that feature multiline slots games. These features include a fast and continuous gaming experience, with player adjustable win size and reinforcement rate, a high frequency of losses disguised as wins, and highly salient near misses. Some of these games also have bonus rounds and provide players with a list of recent wins. We conclude that provincial and state gaming authorities should be aware that the placement of Bingo EGMs in existing Bingo facilities may increase problem gambling among an already well-established community of Bingo enthusiasts.

  15. Cooperation and depressive symptoms.

    PubMed

    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.

  16. Fleet Arctic Operations Game: Game Report

    DTIC Science & Technology

    2011-09-01

    By: Director: CDR Christopher Gray Designer : Prof. Leif Bergey Analyst: Prof. Walter A. Berbrick Report Documentation Page Form ApprovedOMB No...7 II. GAME DESIGN & RESEARCH...METHODOLOGY ......................................................................... 9 Discussion of Game Design

  17. Mapping resistance to the Ug99 race group of the stem rust pathogen in a spring wheat landrace.

    PubMed

    Babiker, E M; Gordon, T C; Chao, S; Newcomb, M; Rouse, M N; Jin, Y; Wanyera, R; Acevedo, M; Brown-Guedira, G; Williamson, S; Bonman, J M

    2015-04-01

    A new gene for Ug99 resistance from wheat landrace PI 374670 was detected on the long arm of chromosome 7A. Wheat landrace PI 374670 has seedling and field resistance to stem rust caused by Puccinia graminis f. sp tritici Eriks. & E. Henn (Pgt) race TTKSK. To elucidate the inheritance of resistance, 216 BC1F2 families, 192 double haploid (DH) lines, and 185 recombinant inbred lines (RILs) were developed by crossing PI 374670 and the susceptible line LMPG-6. The parents and progeny were evaluated for seedling resistance to Pgt races TTKSK, MCCFC, and TPMKC. The DH lines were tested in field stem rust nurseries in Kenya and Ethiopia. The DH lines were genotyped with the 90K wheat iSelect SNP genotyping platform. Goodness-of-fit tests indicated that a single dominant gene in PI 374670 conditioned seedling resistance to the three Pgt races. The seedling resistance locus mapped to the long arm of chromosome 7A and this result was verified in the RIL population screened with the flanking SNP markers using KASP assays. In the same region, a major QTL for field resistance was detected in a 7.7 cM interval and explained 34-54 and 29-36% of the variation in Kenya and Ethiopia, respectively. Results from tests with specific Pgt races and the csIH81 marker showed that the resistance was not due to Sr22. Thus, a new stem rust resistance gene or allele, either closely linked or allelic to Sr15, is responsible for the seedling and field resistance of PI 374670 to Ug99.

  18. Learning by gaming - evaluation of an online game for children.

    PubMed

    Lazareck, Lisa J; Farrell, David; Kostkova, Patty; Lecky, Donna M; McNulty, Cliodna A M; Weerasinghe, Dasun

    2010-01-01

    Playing computer games is widely popular among children and teenagers as an entertainment activity; meanwhile, playing computer games also provides a learning opportunity. For example, the rules of the game have to be learned by the player in order to improve his/her performance. Based on that principle, the City eHealth Research Centre (CeRC) developed a web game for 13-15 year olds, whereby the player becomes an investigator who attends the scene of an incident that involves microbes. There are four missions in total, each involving a mystery that the player needs to solve and learning objectives that need to be taught - such as antibiotic resistance and the importance of hygiene. This paper presents the results from a game evaluation that took place between July of 2009, in four UK schools (Glasgow, Gloucester, London), with 129 students; whereby 98% of the students commented positively about playing the game. Subsequently, CeRC has improved the game and developed an interactive educational games portal (www.edugames4all.com) for different age groups of web game enthusiasts.

  19. An UGS radar with micro-Doppler capabilities for wide area persistent surveillance

    NASA Astrophysics Data System (ADS)

    Tahmoush, Dave; Silvious, Jerry; Clark, John

    2010-04-01

    Detecting humans and distinguishing them from natural fauna is an important issue in security applications to reduce false alarm rates. In particular, it is important to detect and classify people who are walking in remote locations and transmit back detections over extended periods at a low cost and with minimal maintenance. The ability to discriminate men versus animals and vehicles at long range would give a distinct sensor advantage. The reduction in false positive detections due to animals would increase the usefulness of detections, while dismount identification could reduce friendly-fire. We developed and demonstrate a compact radar technology that is scalable to a variety of ultra-lightweight and low-power platforms for wide area persistent surveillance as an unattended, unmanned, and man-portable ground sensor. The radar uses micro-Doppler processing to characterize the tracks of moving targets and to then eliminate unimportant detections due to animals or civilian activity. This paper presents the system and data on humans, vehicles, and animals at multiple angles and directions of motion, demonstrates the signal processing approach that makes the targets visually recognizable, and verifies that the UGS radar has enough micro-Doppler capability to distinguish between humans, vehicles, and animals.

  20. Games and Learning

    ERIC Educational Resources Information Center

    Oblinger, Diana G.

    2006-01-01

    From a very early age, people learn from games and play. Parents and preschool teachers use games to teach colors, numbers, names, and shapes; the process is drill and practice. Games engage everyone, capturing their attention. People willingly spend time on task. Although students in high school and college continue to play games, games rarely…

  1. The Use of Computer Games as an Educational Tool: Identification of Appropriate Game Types and Game Elements.

    ERIC Educational Resources Information Center

    Amory, Alan; Naicker, Kevin; Vincent, Jacky; Adams, Claudia

    1999-01-01

    Describes research with college students that investigated commercial game types and game elements to determine what would be suitable for education. Students rated logic, memory, visualization, and problem solving as important game elements that are used to develop a model that links pedagogical issues with game elements. (Author/LRW)

  2. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement

    PubMed Central

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-01-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students’ game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students’ development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students’ Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students’ Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of

  3. Games, Gaming, and Gamification: Some Aspects of Motivation

    ERIC Educational Resources Information Center

    Hanson-Smith, Elizabeth

    2016-01-01

    Unsupported claims have been made for the use of games in education and the gamification (game-like aspects, such as scores and point goals) of various learning elements. This brief article examines what may be the motivational basis of gaming and how it can affect students' behavior and ultimate success.

  4. Energy expenditure and enjoyment during video game play: differences by game type.

    PubMed

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Bowling, J Michael; Ribisl, Kurt M; Kalyararaman, Sriram

    2011-10-01

    Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Energy expenditure (METs) and enjoyment were measured across 10 games in 100 young adults age 18-35 yr (50 women). All games except shooter games significantly increased energy expenditure over rest (P < 0.001). Fitness and dance games increased energy expenditure by 322% (mean ± SD = 3.10 ± 0.89 METs) and 298% (2.91 ± 0.87 METs), which was greater than that produced by band simulation (73%, 1.28 ± 0.28 METs) and shooter games (23%, 0.91 ± 0.16 METs). However, enjoyment was higher in band simulation games than in other types (P < 0.001). Body mass-corrected energy expenditure was greater in normal weight than in overweight participants in the two most active game types (P < 0.001). Active video games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior.

  5. Energy Expenditure and Enjoyment during Video Game Play: Differences by Game Type

    PubMed Central

    Lyons, Elizabeth J.; Tate, Deborah F.; Ward, Dianne S.; Bowling, J. Michael; Ribisl, Kurt M.; Kalyararaman, Sriram

    2012-01-01

    Purpose Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Methods Energy expenditure (metabolic equivalents [METs]) and enjoyment were measured across ten games in 100 young adults aged 18 to 35 (50 females). Results All games except shooter games significantly increased energy expenditure over rest (P < .001). Fitness and dance games increased energy expenditure by 322 (mean [SD] 3.10 [0.89] METs) and 298 (2.91 [0.87] METs) percent, which was greater than that produced by band simulation (73%, 1.28 [0.28] METs) and shooter games (23%, 0.91 [0.16] METs). However, enjoyment was higher in band simulation games than in other types (P < .001). Body mass-corrected energy expenditure was greater in normal weight than overweight participants in the two most active game types (P < .001). Conclusions Active video games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior. PMID:21364477

  6. Metabolic responses to Wii Fit™ video games at different game levels.

    PubMed

    Worley, Jennifer R; Rogers, Sharon N; Kraemer, Robert R

    2011-03-01

    The Wii Fit™ is a form of interactive gaming designed to elicit health and fitness benefits to replace sedentary gaming. This study was designed to determine the effectiveness of Wii Fit™ fitness games. The purpose of the study was to determine the %VO2max and energy expenditure from different Wii Fit™ games at different levels including the step and hula games. Eight healthy young women completed a preliminary trial to determine VO2max and later played the Wii Fit™ during 2 separate counterbalanced trials. During each session, subjects played levels of Wii Fit™ games for 10 minutes each level. One session involved beginning and intermediate hula, and the other session involved beginning and intermediate steps. The VO2 was measured continuously via metabolic cart, and rating of perceived exertion (RPE) was assessed at the end of each game level. The lowest %VO2max, kcal·min, and RPE occurred during the beginning step game and the highest values occurred during the intermediate hula game. Respiratory exchange ratio was significantly higher in the intermediate hula than beginning hula game but was not significantly different between step game levels. The intermediate hula and step games produced the greatest energy expenditure with an equivalent effect of a walking speed of >5.63 km·h (>3.5 miles·h). This is the first study to determine the percentage of VO2max and caloric expenditure elicited by different Wii Fit™ video games at different game levels in adults. Findings suggest that the Wii Fit™ can be used as an effective activity for promoting physical health in this population.

  7. Predicting decisions in human social interactions using real-time fMRI and pattern classification.

    PubMed

    Hollmann, Maurice; Rieger, Jochem W; Baecke, Sebastian; Lützkendorf, Ralf; Müller, Charles; Adolf, Daniela; Bernarding, Johannes

    2011-01-01

    Negotiation and trade typically require a mutual interaction while simultaneously resting in uncertainty which decision the partner ultimately will make at the end of the process. Assessing already during the negotiation in which direction one's counterpart tends would provide a tremendous advantage. Recently, neuroimaging techniques combined with multivariate pattern classification of the acquired data have made it possible to discriminate subjective states of mind on the basis of their neuronal activation signature. However, to enable an online-assessment of the participant's mind state both approaches need to be extended to a real-time technique. By combining real-time functional magnetic resonance imaging (fMRI) and online pattern classification techniques, we show that it is possible to predict human behavior during social interaction before the interacting partner communicates a specific decision. Average accuracy reached approximately 70% when we predicted online the decisions of volunteers playing the ultimatum game, a well-known paradigm in economic game theory. Our results demonstrate the successful online analysis of complex emotional and cognitive states using real-time fMRI, which will enable a major breakthrough for social fMRI by providing information about mental states of partners already during the mutual interaction. Interestingly, an additional whole brain classification across subjects confirmed the online results: anterior insula, ventral striatum, and lateral orbitofrontal cortex, known to act in emotional self-regulation and reward processing for adjustment of behavior, appeared to be strong determinants of later overt behavior in the ultimatum game. Using whole brain classification we were also able to discriminate between brain processes related to subjective emotional and motivational states and brain processes related to the evaluation of objective financial incentives.

  8. Game-Based Approaches, Pedagogical Principles and Tactical Constraints: Examining Games Modification

    ERIC Educational Resources Information Center

    Serra-Olivares, Jaime; García-López, Luis M.; Calderón, Antonio

    2016-01-01

    The purpose of this study was to analyze the effect of modification strategies based on the pedagogical principles of the Teaching Games for Understanding approach on tactical constraints of four 3v3 soccer small-sided games. The Game performance of 21 U-10 players was analyzed in a game similar to the adult game; one based on keeping-the-ball;…

  9. Game Over?

    NASA Astrophysics Data System (ADS)

    Harteveld, Casper

    This level marks the ending of the book. After comparing the game design process to a children's book about designing a butterfly, it goes into how a balance is found when designing a game. To explain this, an analogy is made with the concept of Yin and Yang. This level further deals with the “so what” and “who cares” question of the Triadic Game Design (TGD) approach. It is concluded that it can be used as an “analytical lens,” “application tool,” or “puzzle frame” in the field of games. But to have a real impact on the actual practice, it is needed that people are familiar with the idea of TGD. Since game design is (generally) collaborative, it would be beneficial that more than one person knows about it. For this reason, a game-based workshop has been developed that can be employed at the beginning of a project. Besides making sure that a project runs smoothly during the design, considerations should also be made about what happens if the game is finished. From the observations of the “life after the design” it becomes clear that this is certainly an issue that should not be neglected. The main message of this level concerns, however, that although this book is “game over,” it is everything but “over” for the design and research of games. To bring the field to “the next level,” structural approaches are needed and TGD is one of them. With the insights of this approach in mind, people can start to “dance.” Because it takes two to tango, but it takes three to design a game with a meaningful purpose.

  10. More Cooperative Games!

    ERIC Educational Resources Information Center

    Sobel, Jeffrey

    1993-01-01

    Details instructions for four cooperative games primarily for young children. The games are of low to moderate activity level and involve partners or a group circle. Descriptions include variations of the game and helpful hints for making the game more successful. (KS)

  11. Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses.

    PubMed

    Simons, Monique; de Vet, Emely; Chinapaw, Mai Jm; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-04-04

    Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games-active games-seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; P<.001), a less positive attitude toward non-active games (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; P<.001) and friends (OR 3.4, CI 1.4-8.4; P=.009) who spend more time on active gaming and a little bit lower score on game engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P<.001), having friends who spend more time on non-active gaming (OR 3.3, CI 1.46-7.53; P=.004), and a more positive image of a non-active gamer (OR 2, CI 1.07-3.75; P=.03). Various factors were significantly associated with active gaming ≥1 h/wk and non-active gaming >7 h/wk. Active gaming is most strongly (negatively) associated with attitude with

  12. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game.

    PubMed

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes ("USER-CONTROL" and "AUTO") were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training.

  13. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game

    PubMed Central

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes (“USER-CONTROL” and “AUTO”) were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training. PMID:26635681

  14. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement.

    PubMed

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-03-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students' game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students' development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students' Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students' Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game

  15. The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?

    PubMed

    Huang, Vivian; Young, Michaelia; Fiocco, Alexandra J

    2017-11-01

    Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.

  16. Integrative Gaming: A Framework for Sustainable Game-Based Diabetes Management

    PubMed Central

    Kahol, Kanav

    2011-01-01

    Obesity and diabetes have reached epidemic proportions in both developing and developed nations. While doctors and caregivers stress the importance of physical exercise in maintaining a healthy lifestyle, many people have difficulty subscribing to a healthy lifestyle. Virtual reality games offer a potentially exciting aid in accelerating and sustaining behavior change. However, care needs to be taken to develop sustainable models of employing games for the management of diabetes and obesity. In this article, we propose an integrative gaming paradigm designed to combine multiple activities involving physical exercises and cognitive skills through a game-based storyline. The persuasive story acts as a motivational binder that enables a user to perform multiple activities such as running, cycling, and problem solving. These activities guide a virtual character through different stages of the game. While performing the activities in the games, users wear sensors that can measure movement (accelerometers, gyrometers, magnetometers) and sense physiological measures (heart rate, pulse oximeter oxygen saturation). These measures drive the game and are stored and analyzed on a cloud computing platform. A prototype integrative gaming system is described and design considerations are discussed. The system is highly configurable and allows researchers to build games for the system with ease and drive the games with different types of activities. The capabilities of the system allow for engaging and motivating the user in the long term. Clinicians can employ the system to collect clinically relevant data in a seamless manner. PMID:21527096

  17. Game playing.

    PubMed

    Rosin, Christopher D

    2014-03-01

    Game playing has been a core domain of artificial intelligence research since the beginnings of the field. Game playing provides clearly defined arenas within which computational approaches can be readily compared to human expertise through head-to-head competition and other benchmarks. Game playing research has identified several simple core algorithms that provide successful foundations, with development focused on the challenges of defeating human experts in specific games. Key developments include minimax search in chess, machine learning from self-play in backgammon, and Monte Carlo tree search in Go. These approaches have generalized successfully to additional games. While computers have surpassed human expertise in a wide variety of games, open challenges remain and research focuses on identifying and developing new successful algorithmic foundations. WIREs Cogn Sci 2014, 5:193-205. doi: 10.1002/wcs.1278 CONFLICT OF INTEREST: The author has declared no conflicts of interest for this article. For further resources related to this article, please visit the WIREs website. © 2014 John Wiley & Sons, Ltd.

  18. Polymorphic Evolutionary Games.

    PubMed

    Fishman, Michael A

    2016-06-07

    In this paper, I present an analytical framework for polymorphic evolutionary games suitable for explicitly modeling evolutionary processes in diploid populations with sexual reproduction. The principal aspect of the proposed approach is adding diploid genetics cum sexual recombination to a traditional evolutionary game, and switching from phenotypes to haplotypes as the new game׳s pure strategies. Here, the relevant pure strategy׳s payoffs derived by summing the payoffs of all the phenotypes capable of producing gametes containing that particular haplotype weighted by the pertinent probabilities. The resulting game is structurally identical to the familiar Evolutionary Games with non-linear pure strategy payoffs (Hofbauer and Sigmund, 1998. Cambridge University Press), and can be analyzed in terms of an established analytical framework for such games. And these results can be translated into the terms of genotypic, and whence, phenotypic evolutionary stability pertinent to the original game. Copyright © 2016 Elsevier Ltd. All rights reserved.

  19. Game-Informed Learning: Applying Computer Game Processes to Higher Education

    ERIC Educational Resources Information Center

    Begg, Michael; Dewhurst, David; Macleod, Hamish

    2005-01-01

    The term "game-based learning" has emerged as a general name for the use of computer games in education. Despite early work showing rich inferential learning taking place as a result of gameplay, most game-based learning has been geared towards using a game as a host into which curricular content can be embedded. This approach can be problematic,…

  20. Video-gaming among high school students: health correlates, gender differences, and problematic gaming.

    PubMed

    Desai, Rani A; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N

    2010-12-01

    Video game playing may negatively impact youth. However, the existing literature on gaming is inconsistent and often has focused on aggression rather than the health correlates of gaming and the prevalence and correlates of problematic gaming. We anonymously surveyed 4028 adolescents about gaming and reported problems with gaming and other health behaviors. A total of 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming seems to be associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies.

  1. Games at work: the recreational use of computer games during working hours.

    PubMed

    Reinecke, Leonard

    2009-08-01

    The present study investigated the recreational use of video and computer games in the workplace. In an online survey, 833 employed users of online casual games reported on their use of computer games during working hours. The data indicate that playing computer games in the workplace elicits substantial levels of recovery experience. Recovery experience associated with gameplay was the strongest predictor for the use of games in the workplace. Furthermore, individuals with higher levels of work-related fatigue reported stronger recovery experience during gameplay and showed a higher tendency to play games during working hours than did persons with lower levels of work strain. Additionally, the social situation at work was found to have a significant influence on the use of games. Persons receiving less social support from colleagues and supervisors played games at work more frequently than did individuals with higher levels of social support. Furthermore, job control was positively related to the use of games at work. In sum, the results of the present study illustrate that computer games have a significant recovery potential. Implications of these findings for research on personal computer use during work and for games research in general are discussed.

  2. Kenyan isolates of Puccinia graminis f. sp. tritici from 2008 to 2014: Virulence to SrTmp in the Ug99 race group and implications for breeding programs

    USDA-ARS?s Scientific Manuscript database

    Frequent emergence of new variants in the Puccinia graminis f. sp. tritici (Pgt) Ug99 race group in Kenya has made pathogen survey a priority. We analyzed 140 isolates from 78 Pgt samples collected in Kenya between 2008 and 2014 and identified six races, including three not detected prior to 2013. G...

  3. Personal, Social, and Game-Related Correlates of Active and Non-Active Gaming Among Dutch Gaming Adolescents: Survey-Based Multivariable, Multilevel Logistic Regression Analyses

    PubMed Central

    de Vet, Emely; Chinapaw, Mai JM; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-01-01

    Background Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games—active games—seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. Objective The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. Methods A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Results Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; P<.001), a less positive attitude toward non-active games (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; P<.001) and friends (OR 3.4, CI 1.4-8.4; P=.009) who spend more time on active gaming and a little bit lower score on game engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P<.001), having friends who spend more time on non-active gaming (OR 3.3, CI 1.46-7.53; P=.004), and a more positive image of a non-active gamer (OR 2, CI 1.07–3.75; P=.03). Conclusions Various factors were significantly associated with active gaming ≥1 h/wk and non-active gaming >7 h/wk. Active gaming is most

  4. Dynamic probability of reinforcement for cooperation: Random game termination in the centipede game.

    PubMed

    Krockow, Eva M; Colman, Andrew M; Pulford, Briony D

    2018-03-01

    Experimental games have previously been used to study principles of human interaction. Many such games are characterized by iterated or repeated designs that model dynamic relationships, including reciprocal cooperation. To enable the study of infinite game repetitions and to avoid endgame effects of lower cooperation toward the final game round, investigators have introduced random termination rules. This study extends previous research that has focused narrowly on repeated Prisoner's Dilemma games by conducting a controlled experiment of two-player, random termination Centipede games involving probabilistic reinforcement and characterized by the longest decision sequences reported in the empirical literature to date (24 decision nodes). Specifically, we assessed mean exit points and cooperation rates, and compared the effects of four different termination rules: no random game termination, random game termination with constant termination probability, random game termination with increasing termination probability, and random game termination with decreasing termination probability. We found that although mean exit points were lower for games with shorter expected game lengths, the subjects' cooperativeness was significantly reduced only in the most extreme condition with decreasing computer termination probability and an expected game length of two decision nodes. © 2018 Society for the Experimental Analysis of Behavior.

  5. Video gaming and gaming addiction in transgender people: An exploratory study.

    PubMed

    Arcelus, Jon; Bouman, Walter Pierre; Jones, Bethany Alice; Richards, Christina; Jimenez-Murcia, Susana; Griffiths, Mark D

    2017-03-01

    Background There is anecdotal clinical evidence that transgender people use the online world - such as forums and online video gaming - for the purpose of experiencing their gender identity in a safe, non-threatening, non-alienating, non-stigmatizing, and non-critical environment. Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. Methods Every individual referred to a national transgender health service in the United Kingdom during a 12-month period was invited to complete a series of questionnaires to measure gaming behavior, interpersonal functioning, severity of autistic features, and anxiety and depressive symptoms. Results A total of 245 people agreed to participate in the study with 154 (62.9%) describing themselves as current gamers. Gaming behavior in the transgender population attending transgender health services was prevalent, but less than 1% of them presented with clinical scores for Internet Gaming Disorder, with no differences according to gender. Problematic gaming behavior was associated with general interpersonal problems, depression, and young age. Discussion and conclusions Transgender people who engage in problematic gaming behavior are younger, and present with high interpersonal problems, and depression, which can affect a successful transition. In view of the high levels of gaming activity in this population games that are designed to address these psychological problems may be well received by transgender people.

  6. Video gaming and gaming addiction in transgender people: An exploratory study

    PubMed Central

    Arcelus, Jon; Bouman, Walter Pierre; Jones, Bethany Alice; Richards, Christina; Jimenez-Murcia, Susana; Griffiths, Mark D.

    2017-01-01

    Background There is anecdotal clinical evidence that transgender people use the online world – such as forums and online video gaming – for the purpose of experiencing their gender identity in a safe, non-threatening, non-alienating, non-stigmatizing, and non-critical environment. Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. Methods Every individual referred to a national transgender health service in the United Kingdom during a 12-month period was invited to complete a series of questionnaires to measure gaming behavior, interpersonal functioning, severity of autistic features, and anxiety and depressive symptoms. Results A total of 245 people agreed to participate in the study with 154 (62.9%) describing themselves as current gamers. Gaming behavior in the transgender population attending transgender health services was prevalent, but less than 1% of them presented with clinical scores for Internet Gaming Disorder, with no differences according to gender. Problematic gaming behavior was associated with general interpersonal problems, depression, and young age. Discussion and conclusions Transgender people who engage in problematic gaming behavior are younger, and present with high interpersonal problems, and depression, which can affect a successful transition. In view of the high levels of gaming activity in this population games that are designed to address these psychological problems may be well received by transgender people. PMID:28198637

  7. Computer Games and Instruction

    ERIC Educational Resources Information Center

    Tobias, Sigmund, Ed.; Fletcher, J. D., Ed.

    2011-01-01

    There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…

  8. The Coaching Cycle: A Coaching-by-Gaming Approach in Serious Games

    ERIC Educational Resources Information Center

    Alklind Taylor, Anna-Sofia; Backlund, Per; Niklasson, Lars

    2012-01-01

    Military organizations have a long history of using simulations, role-play, and games for training. This also encompasses good practices concerning how instructors utilize games and gaming behavior. Unfortunately, the work of instructors is rarely described explicitly in research relating to serious gaming. Decision makers also tend to have…

  9. Game Board Artists.

    ERIC Educational Resources Information Center

    Szekely, George

    2000-01-01

    Explores children's fascination with creating their own unique games as an art form. Focuses on different games, such as chess, checkers, pogs, and monopoly. States that observing children playing games offers a firsthand lesson in how children create. Discusses what it means to be an art teacher who promotes creative play with games. (CMK)

  10. Serious game design principles: The impact of game design on learning outcomes

    NASA Astrophysics Data System (ADS)

    Martin, Michael W.

    This dissertation examines the research question "How do video game design principles affect learning outcomes in serious games?" This research first develops a theoretical foundation concerning the meaning of the terms "game" and "serious game". This conceptual clarification is broken down into analytic propositions, which state that games have participants, rules, goals and challenges, and synthetic propositions, which state that the games should be intrinsically compelling, provide meaningful choices, and be self encapsulated. Based on these synthetic propositions, three hypotheses were developed. The hypotheses are that games with an enhanced aesthetic presentation, more meaningful choices, or provide player competition will elicit higher learning outcomes than identical games without these factors. These hypotheses were tested via a quantitative experiment involving 172 undergraduate students in the Old Dominion University Chemistry Department. The students were asked to play a chemistry-oriented serious game entitled Element Solitaire©, which was created by the research author. The students were randomly given different treatments of the Element Solitaire© game to play, and the difference between their learning outcomes were compared. The experimental results demonstrated that the aesthetic presentation of a game can have a significant impact upon the learning outcome. The experiment was not able to discern significant effects from the choice or competition conditions, but further examination of the experimental data did reveal some insight into these aspects of serious game design. Choices need to provide the player with options that have a sufficient value that they will be considered and the application of competition within games needs to be judiciously implemented to promote a positive affect for all players. The results of the theoretical foundations and empirical evidence were then combined with additional theoretical research to develop a set of

  11. Gaming Personality and Game Dynamics in Online Discussion Instructions

    ERIC Educational Resources Information Center

    Tu, Chih-Hsiung; Yen, Cherng-Jyh; Sujo-Montes, Laura; Roberts, Gayle A.

    2015-01-01

    Gamification is the use of game mechanics to drive game-like engagements and actions. It applies game mechanics, dynamics and frameworks to promote desired learning behaviours. Positive and effective gamification could enhance learning and engage learners in more social and context-rich decision-making for problem-solving in learning tasks.…

  12. Differential Game Logic for Hybrid Games

    DTIC Science & Technology

    2012-03-01

    André Platzer. Logics of dynamical systems (invited tutorial). In LICS [DBL12]. [PP03] Marc Pauly and Rohit Parikh. Game logic - an overview...hybrid games. Theor. Comput. Sci., 412(48):6770–6785, 2011. [Wal98] Wolfgang Walter. Ordinary Differential Equations. Springer, 1998. 18 A Proof of Scott

  13. First Video Game

    ScienceCinema

    Takacs, Peter

    2018-06-21

    More than fifty years ago, before either arcades or home video games, visitors waited in line at Brookhaven National Laboratory to play Tennis for Two, an electronic tennis game that is unquestionably a forerunner of the modern video game. Two people played the electronic tennis game with separate controllers that connected to an analog computer and used an oscilloscope for a screen. The game's creator, William Higinbotham, was a physicist who lobbied for nuclear nonproliferation as the first chair of the Federation of American Scientists.

  14. Educational Adventure Games.

    ERIC Educational Resources Information Center

    Williams, Fred D.

    An adventure game is a role-playing game that usually, but not always, has some fantasy aspect. The role-playing aspect is the key element because players become personally involved when they assume a role, and defeat becomes personal and less acceptable than in other types of games. Computer-based role-playing games are extremely popular because…

  15. Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents.

    PubMed

    Colder Carras, Michelle; Van Rooij, Antonius J; Van de Mheen, Dike; Musci, Rashelle; Xue, Qian-Li; Mendelson, Tamar

    2017-03-01

    Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction.

  16. The Gaming of Policy and the Politics of Gaming: A Review

    ERIC Educational Resources Information Center

    Mayer, Igor S.

    2009-01-01

    This article examines the foundations of gaming and related concepts, such as policy exercises and serious gaming, in a public policy making context. Examining the relevant publications in "Simulation & Gaming" since 1969, the author looks back at the development of gaming simulation for purposes such as public policy analysis and planning, and…

  17. Winter Games.

    ERIC Educational Resources Information Center

    Tarbuth, Lawson, Comp.

    Educators may find activities for indoor and outdoor winter programs in the games of the traditional Eskimo. These games are dominated by few-step operations and low level structural organization. For the most part they are quickly organized, begun, terminated, and ready to be recommenced. All types of games can be found, including quiet ones,…

  18. Game Face

    ERIC Educational Resources Information Center

    Weiner, Jill

    2005-01-01

    In this article, the author discusses "Game Face: Life Lessons Across the Curriculum", a teaching kit that challenges assumptions and builds confidence. Game Face, which is derived from a book and art exhibition, "Game Face: What Does a Female Athlete Look Like?", uses layered and powerful images of women and girls participating in sports to teach…

  19. Problematic gaming exists and is an example of disordered gaming.

    PubMed

    Griffiths, Mark D; Kuss, Daria J; Lopez-Fernandez, Olatz; Pontes, Halley M

    2017-09-01

    Background The recent paper by Aarseth et al. (2016) questioned whether problematic gaming should be considered a new disorder particularly because "Gaming Disorder" (GD) has been identified as a disorder to be included in the next (11th) revision of the World Health Organization's International Classification of Diseases (ICD-11). Methods This study uses contemporary literature to argue why GD should be included in the ICD-11. Results Aarseth and colleagues acknowledge that there is much literature (including papers by some of the authors themselves) that some individuals experience serious problems with video gaming. How can such an activity be seriously problematic yet not disordered? Similar to other addictions, gaming addiction is relatively rare and is in essence a syndrome (i.e., a condition or disorder characterized by a set of associated symptoms that tend to occur under specific circumstances). Consequently, not everyone will exhibit exactly the same set of symptoms and consequences, and this partly explains why those working in the problematic gaming field often disagree on symptomatology. Conclusions Research into gaming is not about pathologizing healthy entertainment, but about pathologizing excessive and problematic behaviors that cause significant psychological distress and impairment in an individual's life. These are two related, but (ultimately) very distinct phenomena. While being aware that gaming is a pastime activity which is enjoyed non-problematically by many millions of individuals worldwide, it is concluded that problematic gaming exists and that it is an example of disordered gaming.

  20. Quantum games of opinion formation based on the Marinatto-Weber quantum game scheme

    NASA Astrophysics Data System (ADS)

    Deng, Xinyang; Deng, Yong; Liu, Qi; Shi, Lei; Wang, Zhen

    2016-06-01

    Quantization has become a new way to investigate classical game theory since quantum strategies and quantum games were proposed. In the existing studies, many typical game models, such as the prisoner's dilemma, battle of the sexes, Hawk-Dove game, have been extensively explored by using quantization approach. Along a similar method, here several game models of opinion formations will be quantized on the basis of the Marinatto-Weber quantum game scheme, a frequently used scheme of converting classical games to quantum versions. Our results show that the quantization can fascinatingly change the properties of some classical opinion formation game models so as to generate win-win outcomes.

  1. Game Design & Development: Using Computer Games as Creative and Challenging Assignments

    ERIC Educational Resources Information Center

    Seals, Cheryl; Hundley, Jacqueline; Montgomery, Lacey Strange

    2008-01-01

    This paper describes a game design and development course. The rationale for forming this class was to use student excitement with video games as an intrinsic motivation over traditional courses. Today's students have grown up exposed to gaming, interactive environments, and vivid 3D. Computer gaming has the capacity to attract many new students…

  2. Game on: The Impact of Game Features in Computer-Based Training

    ERIC Educational Resources Information Center

    DeRouin-Jessen, Renee E.

    2008-01-01

    The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's…

  3. Lead Exposure in Bald Eagles from Big Game Hunting, the Continental Implications and Successful Mitigation Efforts

    PubMed Central

    Bedrosian, Bryan; Craighead, Derek; Crandall, Ross

    2012-01-01

    Studies suggest hunter discarded viscera of big game animals (i.e., offal) is a source of lead available to scavengers. We investigated the incidence of lead exposure in bald eagles in Wyoming during the big game hunting season, the influx of eagles into our study area during the hunt, the geographic origins of eagles exposed to lead, and the efficacy of using non-lead rifle ammunition to reduce lead in eagles. We tested 81 blood samples from bald eagles before, during and after the big game hunting seasons in 2005–2010, excluding 2008, and found eagles had significantly higher lead levels during the hunt. We found 24% of eagles tested had levels indicating at least clinical exposure (>60 ug/dL) during the hunt while no birds did during the non-hunting seasons. We performed driving surveys from 2009–2010 to measure eagle abundance and found evidence to suggest that eagles are attracted to the study area during the hunt. We fitted 10 eagles with satellite transmitters captured during the hunt and all migrated south after the cessation of the hunt. One returned to our study area while the remaining nine traveled north to summer/breed in Canada. The following fall, 80% returned to our study area for the hunting season, indicating that offal provides a seasonal attractant for eagles. We fitted three local breeding eagles with satellite transmitters and none left their breeding territories to feed on offal during the hunt, indicating that lead ingestion may be affecting migrants to a greater degree. During the 2009 and 2010 hunting seasons we provided non-lead rifle ammunition to local hunters and recorded that 24% and 31% of successful hunters used non-lead ammunition, respectively. We found the use of non-lead ammunition significantly reduced lead exposure in eagles, suggesting this is a viable solution to reduce lead exposure in eagles. PMID:23284837

  4. Dynamic game balancing implementation using adaptive algorithm in mobile-based Safari Indonesia game

    NASA Astrophysics Data System (ADS)

    Yuniarti, Anny; Nata Wardanie, Novita; Kuswardayan, Imam

    2018-03-01

    In developing a game there is one method that should be applied to maintain the interest of players, namely dynamic game balancing. Dynamic game balancing is a process to match a player’s playing style with the behaviour, attributes, and game environment. This study applies dynamic game balancing using adaptive algorithm in scrolling shooter game type called Safari Indonesia which developed using Unity. The game of this type is portrayed by a fighter aircraft character trying to defend itself from insistent enemy attacks. This classic game is chosen to implement adaptive algorithms because it has quite complex attributes to be developed using dynamic game balancing. Tests conducted by distributing questionnaires to a number of players indicate that this method managed to reduce frustration and increase the pleasure factor in playing.

  5. Games for Learning

    ERIC Educational Resources Information Center

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  6. Homemade Powerpoint Games: Game Design Pedagogy Aligned to the TPACK Framework

    ERIC Educational Resources Information Center

    Siko, Jason P.; Barbour, Michael K.

    2012-01-01

    While researchers are examining the role of playing games to learn, others are looking at using game design as an instructional tool. However, game-design software may require additional time to train both teachers and students. In this article, the authors discuss the use of Microsoft PowerPoint as a tool for game-design instruction and the…

  7. Asymmetric Evolutionary Games.

    PubMed

    McAvoy, Alex; Hauert, Christoph

    2015-08-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner's Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games.

  8. Asymmetric Evolutionary Games

    PubMed Central

    McAvoy, Alex; Hauert, Christoph

    2015-01-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner’s Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games. PMID:26308326

  9. ALTEC Learning Games: Successful Integration of Learning and Gaming

    ERIC Educational Resources Information Center

    Bacon, Melanie A.; Ault, Marilyn M.

    2009-01-01

    Of the 53 million K-12 students in the United States, 93%, or 51 million, of them play video games (Etuk, 2008). ALTEC Learning Games utilize the excitement of video games to engage students and provide teachers authentic online resources that reinforce skills in math and language arts. Our recent work was partially supported by a partnership with…

  10. Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents

    PubMed Central

    Colder Carras, Michelle; Van Rooij, Antonius J.; Van de Mheen, Dike; Musci, Rashelle; Xue, Qian-Li; Mendelson, Tamar

    2016-01-01

    Aims Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. Methods We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. Results We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. Conclusions In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction. PMID:28260834

  11. Are Girls Game?: How School Libraries Can Provide Gender Equity in E-Gaming

    ERIC Educational Resources Information Center

    Farmer, Lesley S. J.

    2011-01-01

    Gaming has come to the library. School librarians are increasingly incorporating gaming into their program of resources and services. Besides addressing the natural interest that youth have in games, school librarians recognize the educational benefits of games, particularly in terms of information and digital literacies. While board games have…

  12. Video game playing in high school students: health correlates, gender differences and problematic gaming

    PubMed Central

    Desai, Rani A.; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N.

    2013-01-01

    There is concern about the potential for negative impact of video games on youth. However the existing literature on gaming is inconsistent and has often focused on aggression. Health correlates of gaming and the prevalence and correlates of problematic gaming have not been systematically studied. We anonymously surveyed 4,028 adolescents about gaming, reported problems with gaming, and other health behaviors. 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys, and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression, and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming appears associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies. PMID:21078729

  13. Teaching Using Computer Games

    ERIC Educational Resources Information Center

    Miller, Lee Dee; Shell, Duane; Khandaker, Nobel; Soh, Leen-Kiat

    2011-01-01

    Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We divide the use of games into two classes: game playing and game development. We discuss the Input-Process-Outcome (IPO) model for the learning process when…

  14. Cooperative Trust Games

    DTIC Science & Technology

    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

  15. Problematic gaming exists and is an example of disordered gaming

    PubMed Central

    Griffiths, Mark D.; Kuss, Daria J.; Lopez-Fernandez, Olatz; Pontes, Halley M.

    2017-01-01

    Background The recent paper by Aarseth et al. (2016) questioned whether problematic gaming should be considered a new disorder particularly because “Gaming Disorder” (GD) has been identified as a disorder to be included in the next (11th) revision of the World Health Organization’s International Classification of Diseases (ICD-11). Methods This study uses contemporary literature to argue why GD should be included in the ICD-11. Results Aarseth and colleagues acknowledge that there is much literature (including papers by some of the authors themselves) that some individuals experience serious problems with video gaming. How can such an activity be seriously problematic yet not disordered? Similar to other addictions, gaming addiction is relatively rare and is in essence a syndrome (i.e., a condition or disorder characterized by a set of associated symptoms that tend to occur under specific circumstances). Consequently, not everyone will exhibit exactly the same set of symptoms and consequences, and this partly explains why those working in the problematic gaming field often disagree on symptomatology. Conclusions Research into gaming is not about pathologizing healthy entertainment, but about pathologizing excessive and problematic behaviors that cause significant psychological distress and impairment in an individual’s life. These are two related, but (ultimately) very distinct phenomena. While being aware that gaming is a pastime activity which is enjoyed non-problematically by many millions of individuals worldwide, it is concluded that problematic gaming exists and that it is an example of disordered gaming. PMID:28816501

  16. Learning about the game: designing science games for a generation of gamers

    NASA Astrophysics Data System (ADS)

    Chmiel, Marjee

    2012-12-01

    This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the need to better understand how children interact with non-educational games, outside of the school setting. This includes issues such as "gamer culture" and game play styles. The better we understand these issues, the better educational game designers and implementers can imagine the kinds of behaviors that might be elicited from students when we bring educational games into their classroom. In this focus, the student is the unit of analysis, but it is the student in and out of the classroom: the way the student understands video games when she is at home, playing with friends, and at school. The second area focuses on the study of the classroom as a unit of analysis. As the authors of this study reveal, classroom cultures affect the reception and success of an educational game. This is to ask, how does a game play when students have to play it in pairs or groups for a lack of resources? What is the role of the teacher in the success of video game implementation? How does a game react to multiple server requests in a short period of time? These are issues that are still largely unexplored in the educational game design literature.

  17. Ontology of Serious Games

    ERIC Educational Resources Information Center

    Prayaga, Lakshmi; Rasmussen, Karen L.

    2008-01-01

    Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…

  18. Mobile Game for Learning Bacteriology

    ERIC Educational Resources Information Center

    Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi

    2014-01-01

    This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…

  19. Heterogeneous game resource distributions promote cooperation in spatial prisoner's dilemma game

    NASA Astrophysics Data System (ADS)

    Cui, Guang-Hai; Wang, Zhen; Yang, Yan-Cun; Tian, Sheng-Wen; Yue, Jun

    2018-01-01

    In social networks, individual abilities to establish interactions are always heterogeneous and independent of the number of topological neighbors. We here study the influence of heterogeneous distributions of abilities on the evolution of individual cooperation in the spatial prisoner's dilemma game. First, we introduced a prisoner's dilemma game, taking into account individual heterogeneous abilities to establish games, which are determined by the owned game resources. Second, we studied three types of game resource distributions that follow the power-law property. Simulation results show that the heterogeneous distribution of individual game resources can promote cooperation effectively, and the heterogeneous level of resource distributions has a positive influence on the maintenance of cooperation. Extensive analysis shows that cooperators with large resource capacities can foster cooperator clusters around themselves. Furthermore, when the temptation to defect is high, cooperator clusters in which the central pure cooperators have larger game resource capacities are more stable than other cooperator clusters.

  20. Mapping Learning and Game Mechanics for Serious Games Analysis

    ERIC Educational Resources Information Center

    Arnab, Sylvester; Lim, Theodore; Carvalho, Maira B.; Bellotti, Francesco; de Freitas, Sara; Louchart, Sandy; Suttie, Neil; Berta, Riccardo; De Gloria, Alessandro

    2015-01-01

    Although there is a consensus on the instructional potential of Serious Games (SGs), there is still a lack of methodologies and tools not only for design but also to support analysis and assessment. Filling this gap is one of the main aims of the Games and Learning Alliance (http://www.galanoe.eu) European Network of Excellence on Serious Games,…

  1. What Can K-12 School Leaders Learn from Video Games and Gaming?

    ERIC Educational Resources Information Center

    Halverson, Richard

    2005-01-01

    Schools have much to learn from video games and the gaming community. By providing compelling activities for motivating otherwise indifferent learners, video games can potentially help teachers improve the design of learning environments. However, there are considerable rhetorical and practical barriers between the schooling and gaming communities…

  2. The private rejection of unfair offers and emotional commitment.

    PubMed

    Yamagishi, Toshio; Horita, Yutaka; Takagishi, Haruto; Shinada, Mizuho; Tanida, Shigehito; Cook, Karen S

    2009-07-14

    In a series of experiments, we demonstrate that certain players of an economic game reject unfair offers even when this behavior increases rather than decreases inequity. A substantial proportion (30-40%, compared with 60-70% in the standard ultimatum game) of those who responded rejected unfair offers even when rejection reduced only their own earnings to 0, while not affecting the earnings of the person who proposed the unfair split (in an impunity game). Furthermore, even when the responders were not able to communicate their anger to the proposers by rejecting unfair offers in a private impunity game, a similar rate of rejection was observed. The rejection of unfair offers that increases inequity cannot be explained by the social preference for inequity aversion or reciprocity; however, it does provide support for the model of emotion as a commitment device. In this view, emotions such as anger or moral disgust lead people to disregard the immediate consequences of their behavior, committing them to behave consistently to preserve integrity and maintain a reputation over time as someone who is reliably committed to this behavior.

  3. Cognitive Analysis of Educational Games: The Number Game.

    PubMed

    van der Maas, Han L J; Nyamsuren, Enkhbold

    2017-04-01

    We analyze the cognitive strategies underlying performance in the Number task, a Math game that requires both arithmetic fluency and mathematical creativity. In this game all elements in a set of numbers (for instance, 2, 5, 9) have to be used precisely once to create a target number (for instance, 27) with basic arithmetic operations (solution: [5-2] × 9). We argue that some instances of this game are NP complete, by showing its relation to the well-known Partition problem. We propose heuristics based on the distinction in forward and backward reasoning. The Number Game is part of Math Garden, a popular online educational platform for practicing and monitoring math skills using innovations in computerized adaptive testing. These educational games generate enormous amounts of rich data on children's cognitive development. We found converging evidence for the use of forward proximity heuristics in the data of Math Garden, consisting of more than 20 million answers to 1,700 items. Item difficulties and the structure of correct answers were analyzed. Copyright © 2016 Cognitive Science Society, Inc.

  4. Computer Games as Instructional Tools.

    ERIC Educational Resources Information Center

    Bright, George W.; Harvey, John G.

    1984-01-01

    Defines games, instructional games, and computer instructional games; discusses several unique capabilities that facilitate game playing and may make computer games more attractive to students than noncomputer alternatives; and examines the potential disadvantages of using instructional computer games on a regular basis. (MBR)

  5. Making Sense of Game-Based User Data: Learning Analytics in Applied Games

    ERIC Educational Resources Information Center

    Steiner, Christina M.; Kickmeier-Rus, Michael D.; Albert, Dietrich

    2015-01-01

    Digital learning games are useful educational tools with high motivational potential. With the application of games for instruction there comes the need of acknowledging learning game experiences also in the context of educational assessment. Learning analytics provides new opportunities for supporting assessment in and of educational games. We…

  6. The development of video game enjoyment in a role playing game.

    PubMed

    Wirth, Werner; Ryffel, Fabian; von Pape, Thilo; Karnowski, Veronika

    2013-04-01

    This study examines the development of video game enjoyment over time. The results of a longitudinal study (N=62) show that enjoyment increases over several sessions. Moreover, results of a multilevel regression model indicate a causal link between the dependent variable video game enjoyment and the predictor variables exploratory behavior, spatial presence, competence, suspense and solution, and simulated experiences of life. These findings are important for video game research because they reveal the antecedents of video game enjoyment in a real-world longitudinal setting. Results are discussed in terms of the dynamics of video game enjoyment under real-world conditions.

  7. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games.

    PubMed

    Kuss, Daria J; Louws, Jorik; Wiers, Reinout W

    2012-09-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORPG players and 90 nonplayers using a Web-based questionnaire regarding their gaming behavior, problems as consequences of gaming, and game motivations and tested their statistical associations. Results indicated that (a) MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers, and that (b) the gaming motivations escapism and mechanics significantly predicted excessive gaming and appeared as stronger predictors than time investment in game. The findings support the necessity of using measures that distinguish between different types of online games. In addition, this study proves useful regarding the current discussion on establishing (online) gaming addiction as a diagnosis in future categorizations of psychopathology.

  8. Men's harassment behavior in online video games: Personality traits and game factors.

    PubMed

    Tang, Wai Yen; Fox, Jesse

    2016-11-01

    Online video games afford co-play and social interaction, often anonymous, among players from around the world. As predicted by the social identity model of deindividuation effects, undesirable behavior is not uncommon in online gaming environments, and online harassment has become a pervasive issue in the gaming community. In this study, we sought to determine what personality traits and game-related variables predicted two types of online aggression in video games: general harassment (e.g., skill-based taunting, insulting others' intelligence) and sexual harassment (e.g., sexist comments, rape threats). Men who play online video games (N = 425) participated in an anonymous online survey. Social dominance orientation and hostile sexism predicted higher levels of both sexual harassment and general harassment in online games. Game involvement and hours of weekly gameplay were additional predictors of general harassment. We discuss implications of online social aggression and online sexual harassment for online gaming. We also apply our findings to the broader understanding of online harassment, cyberaggression, cyberbullying, and other forms of online hostility in computer-mediated communication contexts. Aggr. Behav. 42:513-521, 2016. © 2016 Wiley Periodicals, Inc. © 2016 Wiley Periodicals, Inc.

  9. Extended non-local games and monogamy-of-entanglement games

    PubMed Central

    Johnston, Nathaniel; Mittal, Rajat; Watrous, John

    2016-01-01

    We study a generalization of non-local games—which we call extended non-local games—in which the players, Alice and Bob, initially share a tripartite quantum state with the referee. In such games, the winning conditions for Alice and Bob may depend on the outcomes of measurements made by the referee, on its part of the shared quantum state, in addition to Alice and Bob's answers to randomly selected questions. Our study of this class of games was inspired by the monogamy-of-entanglement games introduced by Tomamichel, Fehr, Kaniewski and Wehner, which they also generalize. We prove that a natural extension of the Navascués–Pironio–Acín hierarchy of semidefinite programmes converges to the optimal commuting measurement value of extended non-local games, and we prove two extensions of results of Tomamichel et al. concerning monogamy-of-entanglement games. PMID:27279771

  10. Using Tutors to Improve Educational Games: A Cognitive Game for Policy Argument

    ERIC Educational Resources Information Center

    Easterday, Matthew W.; Aleven, Vincent; Scheines, Richard; Carver, Sharon M.

    2017-01-01

    How might we balance assistance and penalties to intelligent tutors and educational games that increase learning and interest? We created two versions of an educational game for learning policy argumentation called Policy World. The game (only) version provided minimal feedback and penalized students for errors whereas the game+tutor version…

  11. Spatial correlated games

    PubMed Central

    2017-01-01

    This article studies correlated two-person games constructed from games with independent players as proposed in Iqbal et al. (2016 R. Soc. open sci. 3, 150477. (doi:10.1098/rsos.150477)). The games are played in a collective manner, both in a two-dimensional lattice where the players interact with their neighbours, and with players interacting at random. Four game types are scrutinized in iterated games where the players are allowed to change their strategies, adopting that of their best paid mate neighbour. Particular attention is paid in the study to the effect of a variable degree of correlation on Nash equilibrium strategy pairs. PMID:29291120

  12. Caffeine use in a Super Rugby game and its relationship to post-game sleep.

    PubMed

    Dunican, Ian C; Higgins, Charles C; Jones, Maddison J; Clarke, Michael W; Murray, Kevin; Dawson, Brian; Caldwell, John A; Halson, Shona L; Eastwood, Peter R

    2018-05-01

    To examine the relationship between regular game-related caffeine consumption on sleep after an evening Super Rugby game. Twenty elite rugby union players wore a wrist-activity monitor to measure sleep for three days before, three days after and on the night of an evening Super Rugby game (19:00-21:00). Players ingested caffeine as they would normally (i.e. before and sometimes during a game) and saliva samples were collected before (17:00) and after (21:30) the game for caffeine concentration. Compared to the nights leading up to the game, on the night of the game, players went to bed 3 h later (23:08 ± 66 min vs 02:11 ± 114 min; p < .001) and had 1:30 hh:mm less sleep (5:54 ± 2:59 vs 8:02 ± 1:24 hh:mm; p < .05) and four players did not sleep after the game. Post-game caffeine saliva concentrations were greater than pre-game levels in 17 players (Pre-game 0.40 µg/mL vs Post-game 2.77 µg/mL; p < .001). The increase in caffeine saliva concentrations was moderately associated with an increase in sleep latency (p < .05), a decrease in sleep efficiency (p < .05), and a trend for a decrease in sleep duration (p = .06) on game night. Caffeine consumption before a Super Rugby game markedly increases post-game saliva caffeine levels. This may contribute to the observed 3.5 h delay in time at sleep onset and the 1.5 h reduction in sleep duration on the night of the game. This study highlights the need for a strategic approach to the use of caffeine within a Super Rugby team considering the potential effect on post-game sleep.

  13. PROOF BY GAMES

    DTIC Science & Technology

    2016-03-01

    calculated dependency graph, which is used by the game logic to populate the game interface with various “clues”. The math runtime module is shown in...variable dependency data described in Section 3.3. In the game narrative, the “energy signature” table (See Figure 25) that delivers this...introduction of data dependency clues (see “energy signatures” above), which replaced a presentation of the FSAs that was included in the Phase One game . We

  14. We Are the Game Changers: An Open Gaming Literacy Programme

    ERIC Educational Resources Information Center

    Arnab, Sylvester; Morini, Luca; Green, Kate; Masters, Alex; Bellamy-Woods, Tyrone

    2017-01-01

    This paper discusses the first iteration of Game Changers Programme hosted by Coventry University's Disruptive Media Learning Lab (DMLL), an open game design initiative. The Programme had the goal of facilitating new models of teaching and learning, new practices in cross-faculty learning/ collaboration to make game design and development more…

  15. Stay Teen: Games

    MedlinePlus

    ... by You are here Home » Games and Quizzes Games and Quizzes Facebook Twitter Tumblr Shares · 0 quiz ... Year’s Relationship Resolution Be? Shares · 0 Comments · 0 game Block Party Shares · 0 Comments · 0 quiz Should ...

  16. Video Game Player Profiles: Bridging Industry, Game Studies and Social Science Perspectives

    ERIC Educational Resources Information Center

    Frye, Jonathan M.

    2013-01-01

    For decades, game designers and game studies experts have largely sought to understand video game players through a lens of experience and observation. Meanwhile, social science research has focused on the empirical understanding of video game players using a variety of psychological constructs. This study focuses on the creation and evaluation of…

  17. Natural games

    NASA Astrophysics Data System (ADS)

    Anttila, Jani; Annila, Arto

    2011-10-01

    A course of a game is formulated as a physical process that will consume free energy in the least time. Accordingly, the rate of entropy increase is the payoff function that will subsume all forms of free energy that motivate diverse decisions. Also other concepts of game theory are related to their profound physical counterparts. When the physical portrayal of behavior is mathematically analyzed, the course of a game is found to be inherently unpredictable because each move affects motives in the future. Despite the non-holonomic character of the natural process, the objective of consuming free energy in the least time will direct an extensive-form game toward a Lyapunov-stable point that satisfies the minimax theorem.

  18. Digital games in health professions education: Advantages, disadvantages, and game engagement factors.

    PubMed

    Bigdeli, Shoaleh; Kaufman, David

    2017-01-01

    Background: The application of digital educational games in health professions education is on expansion and game-based education usage is increasing. Methods: Diverse databases were searched and the related papers were reviewed. Results: Considering the growing popularity of educational games in medical education, we attempted to classify their benefits, flaws, and engaging factors. Conclusion: Advantages, disadvantages, and engagement factors of educational digital games used for health professions education must be the focus of attention in designing games for health professions discipline.

  19. Digital games in health professions education: Advantages, disadvantages, and game engagement factors

    PubMed Central

    Bigdeli, Shoaleh; Kaufman, David

    2017-01-01

    Background: The application of digital educational games in health professions education is on expansion and game-based education usage is increasing. Methods: Diverse databases were searched and the related papers were reviewed. Results: Considering the growing popularity of educational games in medical education, we attempted to classify their benefits, flaws, and engaging factors. Conclusion: Advantages, disadvantages, and engagement factors of educational digital games used for health professions education must be the focus of attention in designing games for health professions discipline. PMID:29951418

  20. Game Birds of Colorado.

    ERIC Educational Resources Information Center

    Colorado State Div. of Wildlife, Denver.

    This booklet is intended to familiarize the reader with game birds typical of Colorado. Discussions in English and Spanish are presented. Discussions cover the management of game birds, individual game bird species, and endangered species of birds related to game birds. (RE)

  1. Recall and recognition of in-game advertising: the role of game control.

    PubMed

    Herrewijn, Laura; Poels, Karolien

    2013-01-01

    Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA) is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person's sense of involvement related to the control and movement mechanisms in a game (i.e., kinesthetic involvement). A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller). Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players' perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller counterparts.

  2. Recall and recognition of in-game advertising: the role of game control

    PubMed Central

    Herrewijn, Laura; Poels, Karolien

    2014-01-01

    Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA) is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person’s sense of involvement related to the control and movement mechanisms in a game (i.e., kinesthetic involvement). A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller). Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players’ perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller counterparts. PMID:24478736

  3. An Architecture for Designing Content Agnostic Game Mechanics for Educational Burst Games

    ERIC Educational Resources Information Center

    Baron, Tyler

    2017-01-01

    Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the…

  4. Games Superheroes Play: Teaching Game Theory with Comic Book Favorites

    ERIC Educational Resources Information Center

    O'Roark, Brian; Grant, William

    2018-01-01

    The valuable insights of game theory sometimes remain out of reach for students who are overwhelmed by the subject's complexity. Comic book applications of game theory, with superheroes as players, can facilitate enthusiasm and classroom interaction to enhance the learning of game theory. Drawing from content in superhero movies and books, the…

  5. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    ERIC Educational Resources Information Center

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions--namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning.…

  6. Serious Gaming in Medical Education: A Proposed Structured Framework for Game Development.

    PubMed

    Olszewski, Aleksandra E; Wolbrink, Traci A

    2017-08-01

    Serious games are increasingly being used for medical education. However, the design and development of serious games for the education of health professionals is highly variable, and very few articles report the development process used for game development. There are many established processes for software development that can improve and streamline development, and incorporating the best practices from educational pedagogy and software development may enhance teamwork and communication, decrease development costs, and improve the quality of serious games. In this article, we review and summarize the literature for serious game development for medical education, and combining the best practices, we propose a structured three-phase iterative development framework for serious game development.

  7. Symmetric Decomposition of Asymmetric Games.

    PubMed

    Tuyls, Karl; Pérolat, Julien; Lanctot, Marc; Ostrovski, Georg; Savani, Rahul; Leibo, Joel Z; Ord, Toby; Graepel, Thore; Legg, Shane

    2018-01-17

    We introduce new theoretical insights into two-population asymmetric games allowing for an elegant symmetric decomposition into two single population symmetric games. Specifically, we show how an asymmetric bimatrix game (A,B) can be decomposed into its symmetric counterparts by envisioning and investigating the payoff tables (A and B) that constitute the asymmetric game, as two independent, single population, symmetric games. We reveal several surprising formal relationships between an asymmetric two-population game and its symmetric single population counterparts, which facilitate a convenient analysis of the original asymmetric game due to the dimensionality reduction of the decomposition. The main finding reveals that if (x,y) is a Nash equilibrium of an asymmetric game (A,B), this implies that y is a Nash equilibrium of the symmetric counterpart game determined by payoff table A, and x is a Nash equilibrium of the symmetric counterpart game determined by payoff table B. Also the reverse holds and combinations of Nash equilibria of the counterpart games form Nash equilibria of the asymmetric game. We illustrate how these formal relationships aid in identifying and analysing the Nash structure of asymmetric games, by examining the evolutionary dynamics of the simpler counterpart games in several canonical examples.

  8. Gaming Preferences of Aging Generations.

    PubMed

    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.

  9. Video and Computer Games in the '90s: Children's Time Commitment and Game Preference.

    ERIC Educational Resources Information Center

    Buchman, Debra D.; Funk, Jeanne B.

    1996-01-01

    Examined electronic game-playing habits of 900 children. Found that time commitment to game-playing decreased from fourth to eighth grade. Boys played more than girls. Preference for general entertainment games increased across grades while educational games preference decreased. Violent game popularity remained consistent; fantasy violence was…

  10. Meta-Games in Information Work

    ERIC Educational Resources Information Center

    Huvila, Isto

    2013-01-01

    Introduction: Meta-games and meta-gaming refer to various second-order conceptions of games and gaming. The present article discusses the applicability of the notions of meta-game and meta-gaming in understanding the patterns of how people use, misuse, work and work-around information and information infrastructures. Method: Twenty-two qualitative…

  11. Egocentric reciprocity and the role of friendship and anger.

    PubMed

    Chen, Xiao-Ping; Eberly, Marion B; Bachrach, Daniel G; Wu, Keke; Qu, Qing

    2017-01-01

    In this research, we examine the phenomenon of egocentric reciprocity, where individuals protect self-interest by adopting an eye-for-an-eye strategy in negatively imbalanced exchanges, and by taking advantage of overly generous treatment in positively imbalanced exchanges. We conducted two experiments using a modified ultimatum game examining attitudinal and behavioral responses to imbalanced exchanges. The experiments allowed us to explore the moderating role of relational closeness (i.e., whether the game partner was a friend or a stranger) and the mediating role of anger and indebtedness in these moderated relationships. Our results consistently demonstrate the phenomenon of egocentric reciprocity. Most importantly, this research reveals that friendship places a boundary on this egocentric tendency, and that the effects may partially be explained by anger experienced in response to exchange.

  12. Outcomes and intentions in children's, adolescents', and adults' second- and third-party punishment behavior.

    PubMed

    Gummerum, Michaela; Chu, Maria T

    2014-10-01

    Theories of morality maintain that punishment supports the emergence and maintenance of moral behavior. This study investigated developmental differences in the role of outcomes and the violator's intentions in second-party punishment (where punishers are victims of a violation) and third-party punishment (where punishers are unaffected observers of a violation). Four hundred and forty-three adults and 8-, 12-, and 15-year-olds made choices in mini-ultimatum games and newly-developed mini-third-party punishment games, which involved actual incentives rather than hypothetical decisions. Adults integrated outcomes and intentions in their second- and third-party punishment, whereas 8-year-olds consistently based their punishment on the outcome of the violation. Adolescents integrated outcomes and intentions in second- but not third-party punishment. Copyright © 2014 Elsevier B.V. All rights reserved.

  13. Gaming the Game: A Study of the Gamer Mode in Educational Wargaming

    ERIC Educational Resources Information Center

    Frank, Anders

    2012-01-01

    A risk associated with the use of games in training and education is that players "game the game," instead of focusing on their learning goals. The term "gamer mode" is proposed to describe this attitude. A player with a gamer-mode attitude strives to achieve goals that are optimal for winning the game, but suboptimal with…

  14. Do violent video games impair the effectiveness of in-game advertisements? The impact of gaming environment on brand recall, brand attitude, and purchase intention.

    PubMed

    Yoo, Seung-Chul; Peña, Jorge

    2011-01-01

    The present study examined whether a violent video game impairs the effectiveness of in-game advertisements compared to a nonviolent video game. Participants recalled and evaluated in-game ads after navigating identical violent or nonviolent game scenarios. Participants' brand recall, recognition, and attitudes were comparatively lower after navigating the violent video game. Also, females in the violent game condition reported lower brand attitudes in comparison to males in the violent game condition, thus suggesting that the effects of gaming environment interacts with participants' gender. The findings supported the predictions of the limited capacity model of attention and cognitive priming effects. The results also extend previous studies on how violent media impair advertising effectiveness and provide practical implications for researchers and practitioners.

  15. Internet gaming addiction: current perspectives.

    PubMed

    Kuss, Daria J

    2013-01-01

    In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual's context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that

  16. Video Game Development Strategies for Creating Successful Cognitively Challenging Games

    ERIC Educational Resources Information Center

    Williams, Walter K.

    2018-01-01

    The video game industry is a global multibillion dollar industry with millions of players. The process of developing video games is essential for the continued growth of the industry, and developers need to employ effective strategies that will help them to create successful games. The purpose of this explorative qualitative single case study was…

  17. From the Games Industry: Ten Lessons for Game-Based Learning

    ERIC Educational Resources Information Center

    Hollins, Paul; Whitton, Nicola

    2011-01-01

    This paper draws on lessons learned from the development process of the entertainment games industry and discusses how they can be applied to the field of game-based learning. This paper examines policy makers and those wishing to commission or develop games for learning and highlights potential opportunities as well as pitfalls. The paper focuses…

  18. Gaming the System: Developing an Educational Game for Securing Principles of Arterial Blood Gases.

    PubMed

    Boyd, Cory Ann; Warren, Jonah; Glendon, Mary Ann

    2016-01-01

    This article describes the development process for creating a digital educational mini game prototype designed to provide practice opportunities for learning fundamental principles of arterial blood gases. Mini games generally take less than an hour to play and focus on specific subject matter. An interdisciplinary team of faculty from two universities mentored student game developers to design a digital educational mini game prototype. Sixteen accelerated bachelor of science in nursing students collaborated with game development students and playtested the game prototype during the last semester of their senior year in nursing school. Playtesting is a form of feedback that supports an iterative design process that is critical to game development. A 10-question survey was coupled with group discussions addressing five broad themes of an archetypical digital educational mini game to yield feedback on game design, play, and content. Four rounds of playtesting and incorporating feedback supported the iterative process. Accelerated bachelor of science in nursing student playtester feedback suggests that the digital educational mini game prototype has potential for offering an engaging, playful game experience that will support securing the fundamental principles of arterial blood gases. Next steps are to test the digital educational mini game for teaching and learning effectiveness. Copyright © 2016 Elsevier Inc. All rights reserved.

  19. Serious simulation game development for energy transition education using integrated framework game design

    NASA Astrophysics Data System (ADS)

    Destyanto, A. R.; Putri, O. A.; Hidayatno, A.

    2017-11-01

    Due to the advantages that serious simulation game offered, many areas of studies, including energy, have used serious simulation games as their instruments. However, serious simulation games in the field of energy transition still have few attentions. In this study, serious simulation game is developed and tested as the activity of public education about energy transition which is a conversion from oil to natural gas program. The aim of the game development is to create understanding and awareness about the importance of energy transition for society in accelerating the process of energy transition in Indonesia since 1987 the energy transition program has not achieved the conversion target yet due to the lack of education about energy transition for society. Developed as a digital serious simulation game following the framework of integrated game design, the Transergy game has been tested to 15 users and then analysed. The result of verification and validation of the game shows that Transergy gives significance to the users for understanding and triggering the needs of oil to natural gas conversion.

  20. The Easiest Lights Out Games

    ERIC Educational Resources Information Center

    Torrence, Bruce

    2011-01-01

    The game "Lights Out" and its mathematical predecessor, the sigma-plus game, has inspired an extensive mathematical literature. In this paper, the original game and a borderless version played on a torus are considered. We define an easy game to be one in which pushing the buttons that are originally lit solves the game. Easy games are classified…

  1. Games and Diabetes

    PubMed Central

    Lazem, Shaimaa; Webster, Mary; Holmes, Wayne; Wolf, Motje

    2015-01-01

    Here we review 18 articles that describe the design and evaluation of 1 or more games for diabetes from technical, methodological, and theoretical perspectives. We undertook searches covering the period 2010 to May 2015 in the ACM, IEEE, Journal of Medical Internet Research, Studies in Health Technology and Informatics, and Google Scholar online databases using the keywords “children,” “computer games,” “diabetes,” “games,” “type 1,” and “type 2” in various Boolean combinations. The review sets out to establish, for future research, an understanding of the current landscape of digital games designed for children with diabetes. We briefly explored the use and impact of well-established learning theories in such games. The most frequently mentioned theoretical frameworks were social cognitive theory and social constructivism. Due to the limitations of the reported evaluation methodologies, little evidence was found to support the strong promise of games for diabetes. Furthermore, we could not establish a relation between design features and the game outcomes. We argue that an in-depth discussion about the extent to which learning theories could and should be manifested in the design decisions is required. PMID:26337753

  2. Quantum game theory

    NASA Astrophysics Data System (ADS)

    Stohler, Michael Lehman

    2002-01-01

    Non-cooperative quantum games have received much attention recently. This thesis defines and divides current works into two major categories of gaming techniques with close attention paid to Nash equilibria, form and possibilities for the payoff functions, and the benefits of using a quantum strategy. In addition to comparing and contrasting these techniques, new applications and calculations are discussed. Finally, the techniques are expanded into 3 x 3 games which allows the study of non-transitive strategies in quantum games.

  3. Using Games Invention with Elementary Children--Teaching for Understanding: Tactical Approaches to Teaching Games.

    ERIC Educational Resources Information Center

    Curtner-Smith, Matthew D.

    1996-01-01

    Explains how teachers of students in grades four through six can use the Teaching Games for Understanding Approach and incorporate games invention into the physical education curriculum. A three-step model is proposed: selection and modification of games; teaching games with an understanding approach; and student invention of games. Summaries of…

  4. Computer Games Are Fun? On Professional Games and Players' Motivations

    ERIC Educational Resources Information Center

    Eglesz, Denes; Fekete, Istvan; Kiss, Orhidea Edith; Izso, Lajos

    2005-01-01

    As computer games are becoming more widespread, there is a tendency for young people to spend a growing amount of time playing games. The first part of this paper will deal with various types of computer games and their characteristic features. In the second part we show the results of our recent surveys. We examined the motivations of young…

  5. Online Strategy Games.

    ERIC Educational Resources Information Center

    Dye, Bryan

    2002-01-01

    A strategy game is an online interactive game that requires thinking in order to be played at its best and whose winning strategy is not obvious. Provides information on strategy games that are written in Java or JavaScript and freely available on the web. (KHR)

  6. Combinatorial optimization games

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Deng, X.; Ibaraki, Toshihide; Nagamochi, Hiroshi

    1997-06-01

    We introduce a general integer programming formulation for a class of combinatorial optimization games, which immediately allows us to improve the algorithmic result for finding amputations in the core (an important solution concept in cooperative game theory) of the network flow game on simple networks by Kalai and Zemel. An interesting result is a general theorem that the core for this class of games is nonempty if and only if a related linear program has an integer optimal solution. We study the properties for this mathematical condition to hold for several interesting problems, and apply them to resolve algorithmic andmore » complexity issues for their cores along the line as put forward in: decide whether the core is empty; if the core is empty, find an imputation in the core; given an imputation x, test whether x is in the core. We also explore the properties of totally balanced games in this succinct formulation of cooperative games.« less

  7. Gaming Preferences of Aging Generations

    PubMed Central

    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

  8. Extension of the simulated drinking game procedure to multiple drinking games.

    PubMed

    Cameron, Jennifer M; Leon, Matthew R; Correia, Christopher J

    2011-08-01

    The present study extended the Simulated Drinking Game Procedure (SDGP) to obtain information about different types of drinking games. Phase I participants (N = 545) completed online screening questionnaires assessing substance use and drinking game participation. Participants who met the selection criteria for Phase II (N = 92) participated in laboratory sessions that consisted of three different periods of drinking game play. Sixty-two percent (N = 57) of the sample was female. Data from these sessions was used to estimate the peak Blood Alcohol Concentration (BAC) a participant would achieve if they consumed alcohol while participating in the SDGP. Total consumption and estimated BAC varied as a function of game type. The total consumption and estimated BAC obtained while playing Beer Pong and Memory varied significantly as a function of group. Total ounces consumed while playing Three Man varied significantly as a function of group; however, the variation in estimated BAC obtained while playing Three Man was not significant. Results indicated that estimated BACs were higher for female participants across game type. Previous experience playing the three drinking games had no impact on total drink consumption or estimated BAC obtained while participating in the SDGP. The present study demonstrated that the SDGP can be used to generate estimates of how much alcohol is consumed and the associated obtained BAC during multiple types of drinking games. In order to fully examine whether previous experience factors in to overall alcohol consumption and BAC, future research should extend the SDGP to incorporate laboratory administration of alcohol during drinking game participation. (c) 2011 APA, all rights reserved.

  9. Game Literacy, Gaming Cultures and Media Education

    ERIC Educational Resources Information Center

    Partington, Anthony

    2010-01-01

    This article presents an overview of how the popular "3-Cs" model (creative, critical and cultural) for literacy and media literacy can be applied to the study of computer games in the English and Media classroom. Focusing on the development of an existing computer games course that encompasses many opportunities for critical activity…

  10. Inclusive Game Design Facilitating Shared Gaming Experience

    ERIC Educational Resources Information Center

    Wilhelmsson, UIf; Engström, Henrik; Brusk, Jenny; Östblad, Per Anders

    2017-01-01

    This article presents the result from a study comparing the perception and understanding of a game story between sighted and visually impaired players playing the same game. In particular, whether sighted and visually impaired players could experience and recount the same story construed from the plot elements that are either manifested by audio…

  11. Serious Game Evaluation as a Meta-Game

    ERIC Educational Resources Information Center

    Hall, Lynne; Jones, Susan Jane; Aylett, Ruth; Hall, Marc; Tazzyman, Sarah; Paiva, Ana; Humphries, Lynne

    2013-01-01

    Purpose: This paper aims to briefly outline the seamless evaluation approach and its application during an evaluation of ORIENT, a serious game aimed at young adults. Design/methodology/approach: In this paper, the authors detail a unobtrusive, embedded evaluation approach that occurs within the game context, adding value and entertainment to the…

  12. Cultivating Critical Game Makers in Digital Game-Based Learning: Learning from the Arts

    ERIC Educational Resources Information Center

    Denham, André R.; Guyotte, Kelly W.

    2018-01-01

    Digital games have the potential of being a transformative tool for applying constructionist principles to learning within formal and informal learning settings. Unfortunately, most recent attention has focused on instructionist games. Connected gaming provides a tantalizing alternative approach by calling for the development of games that are…

  13. Learning with Calculator Games

    ERIC Educational Resources Information Center

    Frahm, Bruce

    2013-01-01

    Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…

  14. Assessing Game Experiences

    ERIC Educational Resources Information Center

    Gaydos, Matthew; Harris, Shannon; Squire, Kurt

    2016-01-01

    Player responses to a brief survey gauging their understanding of content after playing an educational game, "Virulent," are presented. Response accuracy was higher for picture-based questions than text-based questions, despite the presentation of both within the game. Given that games may present educational content in multiple ways…

  15. Computer games to teach hygiene: an evaluation of the e-Bug junior game.

    PubMed

    Farrell, David; Kostkova, Patty; Weinberg, Julius; Lazareck, Lisa; Weerasinghe, Dasun; Lecky, Donna M; McNulty, Cliodna A M

    2011-06-01

    Handwashing, respiratory hygiene and antibiotic resistance remain major public health concerns. In order to facilitate an effective outcome when teaching the basic principles of hand and respiratory hygiene, educational interventions should first target school children. As computer games are ubiquitous in most children's lives, e-Bug developed computer games targeted at teaching children handwashing, respiratory hygiene and antibiotic resistance. The games were designed for two target audiences: junior school children (9-12 year olds); and senior school children (13-15 year olds). Between May and August 2009, the finalized junior game underwent an evaluation in three UK schools (in Glasgow, Gloucester and London), involving 62 children in the schools and ∼ 1700 players accessing the junior game online. The e-Bug junior game consists of a number of levels of play, each of which promotes a set of learning outcomes (LOs). These LOs, complementary to those in the e-Bug packs, are expressed through the game mechanics (the rules of the game) rather than through story or dialogue. Although the junior game's evaluation demonstrated a statistically significant change in the knowledge for only a small number of given LOs, because many children had the required knowledge already before playing the game, this is e-Bug's first statistical study on the junior game and the first comprehensive evaluation of its kind. Future work includes a re-examination of the quiz-style questionnaires utilized in this study and an exploration of the potential knowledge change acquired strictly through engagement.

  16. Games Children Play: How Games and Sport Help Children Develop.

    ERIC Educational Resources Information Center

    Brooking-Payne, Kim

    This book presents games for children, teenagers, and adults, explaining how each game can help children develop in a holistic way. It begins by discussing tips for teaching games, how to deal with children who break the rules, and what type of equipment to use. The book provides help on how to approach play within each of the different age…

  17. Problematic Gaming Behavior Among Finnish Junior High School Students: Relation to Socio-Demographics and Gaming Behavior Characteristics.

    PubMed

    Männikkö, Niko; Ruotsalainen, Heidi; Demetrovics, Zsolt; Lopez-Fernandez, Olatz; Myllymäki, Laura; Miettunen, Jouko; Kääriäinen, Maria

    2017-09-14

    Multiplatform digital media use and gaming have been increased in recent years. The aim of this study was to examine associations between sociodemographics and digital gaming behavior characteristics (i.e., gaming time, medium, and genres) with problematic gaming behavior in adolescents. A convenience sample of Finnish junior high school students (n = 560; mean age 14 years, ranging from 12 to 16 years) participated in the cross-sectional survey, of which, 83% (n = 465) reported having played digital games regularly. Sociodemographic data, different forms of digital media use, gaming behavior characteristics and problematic gaming behavior was assessed. Study participants spent on average one hour per day playing digital games; casual games (23.9%), shooting games (19.8%), and sport games (12.9%), were the most popular games among participants. By using regression analysis, a blended family structure and gaming time related positively to problematic gaming behavior. Preferences for game genres such as solo, Massively Multiplayer Online Role-Playing and strategy-management games were also positively associated with problematic use of digital games. These findings provide knowledge that can be utilized in the prevention of the possible negative consequences of digital gaming.

  18. Internet gaming addiction: current perspectives

    PubMed Central

    Kuss, Daria J

    2013-01-01

    In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual’s context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that

  19. Non-Serious Serious Games

    ERIC Educational Resources Information Center

    Hudson, Matthew

    2016-01-01

    Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a "clan" or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes…

  20. Tolerance in Internet gaming disorder: A need for increasing gaming time or something else?

    PubMed

    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.

  1. Stability of Zero-Sum Games in Evolutionary Game Theory

    NASA Astrophysics Data System (ADS)

    Knebel, Johannes; Krueger, Torben; Weber, Markus F.; Frey, Erwin

    2014-03-01

    Evolutionary game theory has evolved into a successful theoretical concept to study mechanisms that govern the evolution of ecological communities. On a mathematical level, this theory was formalized in the framework of the celebrated replicator equations (REs) and its stochastic generalizations. In our work, we analyze the long-time behavior of the REs for zero-sum games with arbitrarily many strategies, which are generalized versions of the children's game Rock-Paper-Scissors.[1] We demonstrate how to determine the strategies that survive and those that become extinct in the long run. Our results show that extinction of strategies is exponentially fast in generic setups, and that conditions for the survival can be formulated in terms of the Pfaffian of the REs' antisymmetric payoff matrix. Consequences for the stochastic dynamics, which arise in finite populations, are reflected by a generalized scaling law for the extinction time in the vicinity of critical reaction rates. Our findings underline the relevance of zero-sum games as a reference for the analysis of other models in evolutionary game theory.

  2. German War Gaming

    DTIC Science & Technology

    2012-07-01

    This game became known as ajedrez in Spanish, xadres in Portuguese, and zatrikion in Greek. The game was introduced to Western Europe generally by...six companies, one or two cavalry squadrons, and a quarter or a half of a battery.59 A large game en - compassed the tactical exercise of forces up

  3. Institutional games played by confined juveniles.

    PubMed

    Bartollas, C; Sieverdes, C M

    1983-01-01

    This study examined the games played by 561 juvenile offenders confined in six coeducational correctional facilities in one state. The types of games these residents used against staff and peers within the confines of the institution varied considerably. The study documented nineteen games used by males and females, twelve to deal with staff and seven to deal with peers. The games were defined as therapeutic games, material games, psychological games, and physical games. Peer-oriented games included attention-seeking activities and a variety of dominance games. Additionally, these games were described and tabulated according to the sex and race of the residents. The conclusion was that game-playing behavior was no less frequent in coeducational institutions than it was in single-sex institutions.

  4. A Systematic Literature Review of Empirical Evidence on Computer Games and Serious Games

    ERIC Educational Resources Information Center

    Connolly, Thomas M.; Boyle, Elizabeth A.; MacArthur, Ewan; Hainey, Thomas; Boyle, James M.

    2012-01-01

    This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and…

  5. Educational Games in Practice: The Challenges Involved in Conducting a Game-Based Curriculum

    ERIC Educational Resources Information Center

    Marklund, Björn Berg; Taylor, Anna-Sofia Alklind

    2016-01-01

    The task of integrating games into an educational setting is a demanding one, and integrating games as a harmonious part of a bigger ecosystem of learning requires teachers to orchestrate a myriad of complex organizational resources. Historically, research on digital game-based learning has focused heavily on the coupling between game designs,…

  6. Role-Playing and Real-Time Strategy Games Associated with Greater Probability of Internet Gaming Disorder.

    PubMed

    Eichenbaum, Adam; Kattner, Florian; Bradford, Daniel; Gentile, Douglas A; Green, C Shawn

    2015-08-01

    Research indicates that a small subset of those who routinely play video games show signs of pathological habits, with side effects ranging from mild (e.g., being late) to quite severe (e.g., losing a job). However, it is still not clear whether individual types, or genres, of games are most strongly associated with Internet gaming disorder (IGD). A sample of 4,744 University of Wisconsin-Madison undergraduates (Mage=18.9 years; SD=1.9 years; 60.5% female) completed questionnaires on general video game playing habits and on symptoms of IGD. Consistent with previous reports: 5.9-10.8% (depending on classification criteria) of individuals who played video games show signs of pathological play. Furthermore, real-time strategy and role-playing video games were more strongly associated with pathological play, compared with action and other games (e.g., phone games). The current investigation adds support to the idea that not all video games are equal. Instead, certain genres of video games, specifically real-time strategy and role-playing/fantasy games, are disproportionately associated with IGD symptoms.

  7. Are digital games perceived as fun or danger? Supporting and suppressing different game-related concepts.

    PubMed

    Kneer, Julia; Glock, Sabine; Beskes, Sara; Bente, Gary

    2012-11-01

    Violent digital game play has repeatedly been discussed to be strongly related to aggression and emotional instability. Thus, digital game players have to defend against these prejudices through emphasizing positive game-related concepts such as achievement, social interaction, and immersion. We experimentally investigated which positive- and negative-concept players and nonplayers activate when being primed with digital games. Participants were either exposed to violent or nonviolent game content and were required to work on a lexical decision task. Results showed that response latencies for the concept aggression and emotional instability were faster than for neutral concepts (not associated with digital games), but slower than for the positive concepts sociality and competition. Both players and nonplayers felt the need to defend against prejudices and emphasized positive concepts. Neither their own gaming experience nor the game content influenced the results. Being a part of the net generation is sufficient to suppress negative game-related concepts and to support positive game-related concepts to protect digital games as common leisure activity among peers.

  8. A novel Robertsonian translocation event leads to transfer of a stem rust resistance gene (Sr52) effective against race Ug99 from Dasypyrum villosum into bread wheat.

    PubMed

    Qi, L L; Pumphrey, M O; Friebe, Bernd; Zhang, P; Qian, C; Bowden, R L; Rouse, M N; Jin, Y; Gill, B S

    2011-06-01

    Stem rust (Puccinia graminis f. sp. tritici Eriks. & E. Henn.) (the causal agent of wheat stem rust) race Ug99 (also designated TTKSK) and its derivatives have defeated several important stem rust resistance genes widely used in wheat (Triticum aestivum L.) production, rendering much of the worldwide wheat acreage susceptible. In order to identify new resistance sources, a large collection of wheat relatives and genetic stocks maintained at the Wheat Genetic and Genomic Resources Center was screened. The results revealed that most accessions of the diploid relative Dasypyrum villosum (L.) Candargy were highly resistant. The screening of a set of wheat-D. villosum chromosome addition lines revealed that the wheat-D. villosum disomic addition line DA6V#3 was moderately resistant to race Ug99. The objective of the present study was to produce and characterize compensating wheat-D. villosum whole arm Robertsonian translocations (RobTs) involving chromosomes 6D of wheat and 6V#3 of D. villosum through the mechanism of centric breakage-fusion. Seven 6V#3-specific EST-STS markers were developed for screening F(2) progeny derived from plants double-monosomic for chromosomes 6D and 6V#3. Surprisingly, although 6D was the target chromosome, all recovered RobTs involved chromosome 6A implying a novel mechanism for the origin of RobTs. Homozygous translocations (T6AS·6V#3L and T6AL·6V#3S) with good plant vigor and full fertility were selected from F(3) families. A stem rust resistance gene was mapped to the long arm 6V#3L in T6AS·6V#3L and was designated as Sr52. Sr52 is temperature-sensitive and is most effective at 16°C, partially effective at 24°C, and ineffective at 28°C. The T6AS·6V#3L stock is a new source of resistance to Ug99, is cytogenetically stable, and may be useful in wheat improvement.

  9. Violence in Teen-Rated Video Games

    PubMed Central

    Haninger, Kevin; Ryan, M. Seamus; Thompson, Kimberly M

    2004-01-01

    Context: Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for “Teen”) by the Entertainment Software Rating Board (ESRB) has not been quantified. Objective: To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. Design: We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Main Outcome Measures: Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Results: Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2

  10. Violence in teen-rated video games.

    PubMed

    Haninger, Kevin; Ryan, M Seamus; Thompson, Kimberly M

    2004-03-11

    Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified. To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles

  11. International Cooperative Games.

    ERIC Educational Resources Information Center

    Hoppe, Christine

    The book "Of Play and Playfulness" (Eastern Cooperative Recreation School, 1990) is recommended as a source of ideas for second language learning games. It describes folk dances, ideas for crafts, puppetry, games, and a variety of other activities from many countries. Several games from the book, easy to teach in a foreign language or…

  12. National Gaming Council.

    ERIC Educational Resources Information Center

    House, Peter W.; And Others

    This publication describes thirty-three simulation games discussed at the 9th Symposium of the Council in April of 1970. Those articles related to the social sciences are: 1) Teaching Economics with Competitive Games; 2) An Economic Strategy Analysis Game; 3) A Social Simulation Strategy for Researching the Israeli Arab Conflict; 4) The Use of…

  13. Decomposition of Multi-player Games

    NASA Astrophysics Data System (ADS)

    Zhao, Dengji; Schiffel, Stephan; Thielscher, Michael

    Research in General Game Playing aims at building systems that learn to play unknown games without human intervention. We contribute to this endeavour by generalising the established technique of decomposition from AI Planning to multi-player games. To this end, we present a method for the automatic decomposition of previously unknown games into independent subgames, and we show how a general game player can exploit a successful decomposition for game tree search.

  14. Better retention through game-play - EcoChains: Arctic Crisis card game

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Lee, J.; O'Garra, T.; Bachrach, E.

    2015-12-01

    Increasingly games are being used in formal and informal education with the goal of improving student/participant understanding of content knowledge through enhanced engagement. While most games are fun by design, few controlled studies have been conducted to assess games' potential for learning gains in comparison with traditional educational approaches. Without evidence for learning, it can be difficult to justify incorporating STEM games in curricula and other programming. In this study we assess the impact of a game called EcoChains (http://thepolarhub.org/project/ecochains-arctic-crisis) on learning, using a controlled experiment. The EcoChains: Arctic Crisis card game gives players the opportunity to learn about the components of an Arctic marine food web, the reliance of some species on sea ice, and the potential impacts of future changes on the ecosystem. EcoChains was developed under the Polar Learning and Responding: PoLAR Climate Change Education Partnership (thepolarhub.org). EcoChains aligns with Next Generation Science Standards LS2 Ecosystems: Interactions, Energy, and Dynamics and ESS3 Earth and Human Activity. Participants in this experiment (n=41) were randomly assigned to either play EcoChains or to read a magazine-style article with similar content (the control). Questionnaires, mapping exercises and a 4-week follow-up survey were used to identify changes in participant knowledge of climate change and the Arctic region, attitudes and beliefs about climate change and its impacts, information-seeking behaviors, systems thinking, impressions of and engagement with the intervention experience. Analysis indicates that the game was as effective as, and in some respects more effective than, the article at teaching participants about climate change and the Arctic region and ecosystems. The follow up survey found that game players recalled new information better than those who read the article. Participants were also more engaged in the game than the

  15. An Authoring Tool for Educational Adventure Games: Concept, Game Models and Authoring Processes

    ERIC Educational Resources Information Center

    Mehm, Florian; Göbel, Stefan; Steinmetz, Ralf

    2013-01-01

    The genre of educational adventure games is a common and successful choice in game-based learning. The games combine captivating narratives that motivate players to continue playing with game mechanics that are conductive to learning: the gameplay is slow-paced, allowing players to learn at their own pace, and focused on puzzles that can be…

  16. How do passion for video games and needs frustration explain time spent gaming?

    PubMed

    Mills, Devin J; Milyavskaya, Marina; Mettler, Jessica; Heath, Nancy L; Derevensky, Jeffrey L

    2018-04-01

    Research applying self-determination theory and the dualistic model of passion (DMP) has shown video games may satisfy basic psychological needs (i.e., competence, autonomy, and relatedness) and be identified as a passion. The DMP distinguishes between healthy or harmonious passion and problematic or obsessive passion (OP), with the latter reflecting an overreliance towards one's passion to obtain needs satisfaction. The experience of daily obstructions to needs satisfaction, or needs frustration (NF), may facilitate such an overreliance. This study explored how NF and both types of passion explain the amount of time that university students spend gaming. The overall association between NF and time spent gaming was not significant. However, for video game users with low levels of OP for gaming, there was a significant negative association between NF and time spent gaming. Additionally, evidence of a mutually reinforcing association between NF and OP for gaming indicates that a vicious cycle exists, whereby a strong OP for gaming predicts and is reinforced by greater NF. The theoretical implications are discussed. © 2018 The British Psychological Society.

  17. Excessive and addictive gaming control using counselling agent in online game design

    NASA Astrophysics Data System (ADS)

    Ididi, Italumeh O.; Hassan, Sa'adah; Ghani, Abdul Azim Abd; Ali, Norhayati Mohd

    2017-10-01

    In recent times, online game play has become a food for thought to concerned individuals, researchers and authorities of various countries due to its excessive and addictive usage. Although, various government have taken certain measures such as shutting down internet cafe at certain hours of the day, censoring the most brutal, offensive and aggressive sections of certain games before they are released. Researchers have advised developers on ways of limiting harm on players by suggesting design changes on time limit. Furthermore, researchers have also suggested that online game distributors ought to make available appropriate referral services. The impart of the above are yet to make any remarkable impact on players. In this paper, we have proposed a Counseling Agent model integrating informative and self-appraisal messages in online game design as a control measure. Informative and self-appraisal messaging in games have proven optimistic through making positive impact on player's thoughts and behavior towards gaming. These messages are expected to remind players about the negative impact of excessive and addictive gaming habits, as well as suggesting possible reductive solutions through message streaming.

  18. Genetic loci conditioning adult plant resistance to the Ug99 race group and seedling resistance to races TRTTF and TTTTF of the stem rust pathogen in wheat landrace CItr 15026

    USDA-ARS?s Scientific Manuscript database

    Wheat landrace CItr 15026 previously showed adult plant resistance (APR) to the Ug99 stem rust race group in Kenya and seedling resistance to Puccinia graminis f. sp tritici (Pgt) races QFCSC, TTTTF, and TRTTF. CItr 15026 was crossed to susceptible accessions LMPG-6 and Red Bobs, and 180 DH lines an...

  19. Bringing your a-game: Educational gaming for student success.

    PubMed

    Strickland, Haley P; Kaylor, Sara K

    2016-05-01

    The purpose of this article is to describe the theoretical basis for the integration of gaming in nursing education and discuss aspects related to the implementation of "The Race for Nursing Student Success" game. This game was designed for 112 junior-level baccalaureate nursing students enrolled in a fundamentals nursing course. Students were divided into groups of 5-8 and rotated through ten specific learning activities that took place in various locations throughout the nursing building. Student and faculty feedback indicated positive responses to this instructional strategy and also promoted a learner-centered teaching environment. This learning activity supports the use of educational gaming as a means to develop learner-centered environments that provide experiential experiences, enhance learning, and stimulate interest, and motivation for students to learn. Copyright © 2016 Elsevier Ltd. All rights reserved.

  20. Gaming Gains Respect

    ERIC Educational Resources Information Center

    Richardson, Will

    2012-01-01

    The idea of learning through games isn't necessarily new. In fact, over the past decade, researchers have been espousing the use of games to help both children and adults learn. But it's only been recently that games have begun to make serious inroads into classrooms. As the world becomes more and more driven by mobile apps and tablet…

  1. Gaming and the Commodities Market: An Economic-Based Game for Developing Reasoning Skills

    ERIC Educational Resources Information Center

    Witschonke, Christopher; Herrera, Jose Maria

    2013-01-01

    The authors describe an economics-based game they have developed to instruct student teachers in the value of games and gaming for developing reasoning and decision-making skills in economics in K-12 students (5-18-year-olds). The game is designed to progress through each grade level so that by high school students have a thorough appreciation and…

  2. Superman vs. BAD man? The effects of empathy and game character in violent video games.

    PubMed

    Happ, Christian; Melzer, André; Steffgen, Georges

    2013-10-01

    Recent findings indicate that events in video games, as well as players' perceptions of game characters, moderate well-established video game effects. This includes the level of identification with game characters, and players' interpretation of whether or not the actions of the characters are conceived as moral. In the present study, it was tested whether manipulating empathy for well-known game characters influences video game effects in a violent beat-'em-up game. As was expected, playing the comic hero Superman led to more prosocial behavior (i.e., returning a lost letter) than playing the evil villain Joker. A similar positive effect was observed for inducing game characters as warm and empathic before playing. Compared to a neutral text, participants in the empathy text condition judged the violence in the game as less justified, irrespective of game character. When looking at hostile perception, an interaction was found between empathy and game character. For Superman, empathy led participants to interpret neutral faces as less aggressive. When playing the evil Joker, however, empathy even increased hostile perception. This is in line with previous findings that empathy may not be positive per se. In fact, it may backfire depending on the interaction of game characters and the empathy players feel for them.

  3. The racing-game effect: why do video racing games increase risk-taking inclinations?

    PubMed

    Fischer, Peter; Greitemeyer, Tobias; Morton, Thomas; Kastenmüller, Andreas; Postmes, Tom; Frey, Dieter; Kubitzki, Jörg; Odenwälder, Jörg

    2009-10-01

    The present studies investigated why video racing games increase players' risk-taking inclinations. Four studies reveal that playing video racing games increases risk taking in a subsequent simulated road traffic situation, as well as risk-promoting cognitions and emotions, blood pressure, sensation seeking, and attitudes toward reckless driving. Study 1 ruled out the role of experimental demand in creating such effects. Studies 2 and 3 showed that the effect of playing video racing games on risk taking was partially mediated by changes in self-perceptions as a reckless driver. These effects were evident only when the individual played racing games that reward traffic violations rather than racing games that do not reward traffic violations (Study 3) and when the individual was an active player of such games rather than a passive observer (Study 4). In sum, the results underline the potential negative impact of racing games on traffic safety.

  4. Videogame Mechanics in Games for Health.

    PubMed

    Baranowski, Moderator Tom; Lieberman, Participants Debra; Buday, Richard; Peng, Wei; Zimmerli, Lukas; Wiederhold, Brenda; Kato, Pamela M

    2013-08-01

    Game mechanics have been identified as "methods invoked by agents for interacting with the game world."(1) They are elements of game play that provide a primary source of interactivity and structure how videogames proceed. Many kinds of game mechanics have been generated. Some provide fun or enjoyment, others may provide excitement or even suspense (i.e., emotional aspects of game play), whereas some are guided by principles of behavior change theory. Game mechanics that succeed in off-the-shelf entertainment videogames, however, may not work in serious games, such as games for health (G4H). Although game mechanics are key to a serious videogame's success, maintaining a balance between the serious intent of the game while keeping it fun, there has been little attention to game mechanics in the academic G4H literature. Several eminent games for health developers (academics and nonacademics) were asked to share their experiences in regard to game mechanics in the serious videogames they have developed.

  5. Evolutionary games in the multiverse.

    PubMed

    Gokhale, Chaitanya S; Traulsen, Arne

    2010-03-23

    Evolutionary game dynamics of two players with two strategies has been studied in great detail. These games have been used to model many biologically relevant scenarios, ranging from social dilemmas in mammals to microbial diversity. Some of these games may, in fact, take place between a number of individuals and not just between two. Here we address one-shot games with multiple players. As long as we have only two strategies, many results from two-player games can be generalized to multiple players. For games with multiple players and more than two strategies, we show that statements derived for pairwise interactions no longer hold. For two-player games with any number of strategies there can be at most one isolated internal equilibrium. For any number of players with any number of strategies , there can be at most isolated internal equilibria. Multiplayer games show a great dynamical complexity that cannot be captured based on pairwise interactions. Our results hold for any game and can easily be applied to specific cases, such as public goods games or multiplayer stag hunts.

  6. Evolutionary games in the multiverse

    PubMed Central

    Gokhale, Chaitanya S.; Traulsen, Arne

    2010-01-01

    Evolutionary game dynamics of two players with two strategies has been studied in great detail. These games have been used to model many biologically relevant scenarios, ranging from social dilemmas in mammals to microbial diversity. Some of these games may, in fact, take place between a number of individuals and not just between two. Here we address one-shot games with multiple players. As long as we have only two strategies, many results from two-player games can be generalized to multiple players. For games with multiple players and more than two strategies, we show that statements derived for pairwise interactions no longer hold. For two-player games with any number of strategies there can be at most one isolated internal equilibrium. For any number of players with any number of strategies , there can be at most isolated internal equilibria. Multiplayer games show a great dynamical complexity that cannot be captured based on pairwise interactions. Our results hold for any game and can easily be applied to specific cases, such as public goods games or multiplayer stag hunts. PMID:20212124

  7. Game Warden

    DTIC Science & Technology

    1976-01-01

    18 Py ’chologicalf operations ........ i.. . * ...... ~..,..24 Game Warden in;h the’RSSZ sete o.. & . e ........ o 99oao999*ie ooo ... a e o...o 26 Game , VWarden ih. the’ Mekong Delta o o o ** ***~o e ........... o oeoo * eoee , 4f -’. 30 The situa~tion,’in October .1968 **99*9*9*999*9*999999...H - Mekong RiVer xiierchant ship smuggling f.. * f.. e .o"f ao ..o.o H-i - H-2 Appendix I - Game Wardenchronology............... I-1-1!-is Appendi*, J

  8. Changing the Game: What Happens when Video Games Enter the Classroom?

    ERIC Educational Resources Information Center

    Squire, Kurt

    2005-01-01

    Over the past few years, games have gone from social pariahs to the darlings of the media, technology, and now educational industries. E-learning educators in particular stand to learn a lot about building next-generation learning environments from games. While online courses are usually little more than "online course notes," games offer entire…

  9. Math Games for the Young Child.

    ERIC Educational Resources Information Center

    Azzolino, Agnes

    This is a textbook of games for children of ages two through seven. In each section, games are listed from the basic to the more sophisticated and advanced. The book contains sections addressing: (1) counting and counting games; (2) travel games; (3) card games; (4) board games; and (5) games and activities with other things. (PK)

  10. The Role of Auditory Features Within Slot-Themed Social Casino Games and Online Slot Machine Games.

    PubMed

    Bramley, Stephanie; Gainsbury, Sally M

    2015-12-01

    Over the last few years playing social casino games has become a popular entertainment activity. Social casino games are offered via social media platforms and mobile apps and resemble gambling activities. However, social casino games are not classified as gambling as they can be played for free, outcomes may not be determined by chance, and players receive no monetary payouts. Social casino games appear to be somewhat similar to online gambling activities in terms of their visual and auditory features, but to date little research has investigated the cross over between these games. This study examines the auditory features of slot-themed social casino games and online slot machine games using a case study design. An example of each game type was played on three separate occasions during which, the auditory features (i.e., music, speech, sound effects, and the absence of sound) within the games were logged. The online slot-themed game was played in demo mode. This is the first study to provide a qualitative account of the role of auditory features within a slot-themed social casino game and an online slot machine game. Our results found many similarities between how sound is utilised within the two games. Therefore the sounds within these games may serve functions including: setting the scene for gaming, creating an image, demarcating space, interacting with visual features, prompting players to act, communicating achievements to players, providing reinforcement, heightening player emotions and the gaming experience. As a result this may reduce the ability of players to make a clear distinction between these two activities, which may facilitate migration between games.

  11. Game narratives among adolescents of different game-play and socio-demographic backgrounds

    USDA-ARS?s Scientific Manuscript database

    Digital games hold great potential for health interventions. Their narratives may influence game engagement, enjoyment and players' behavioral determinants. Research is needed on which narratives are appealing to target groups of health interventions that make use of a serious digital game for healt...

  12. Transfer of conflict and cooperation from experienced games to new games: a connectionist model of learning

    PubMed Central

    Spiliopoulos, Leonidas

    2015-01-01

    The question of whether, and if so how, learning can be transfered from previously experienced games to novel games has recently attracted the attention of the experimental game theory literature. Existing research presumes that learning operates over actions, beliefs or decision rules. This study instead uses a connectionist approach that learns a direct mapping from game payoffs to a probability distribution over own actions. Learning is operationalized as a backpropagation rule that adjusts the weights of feedforward neural networks in the direction of increasing the probability of an agent playing a myopic best response to the last game played. One advantage of this approach is that it expands the scope of the model to any possible n × n normal-form game allowing for a comprehensive model of transfer of learning. Agents are exposed to games drawn from one of seven classes of games with significantly different strategic characteristics and then forced to play games from previously unseen classes. I find significant transfer of learning, i.e., behavior that is path-dependent, or conditional on the previously seen games. Cooperation is more pronounced in new games when agents are previously exposed to games where the incentive to cooperate is stronger than the incentive to compete, i.e., when individual incentives are aligned. Prior exposure to Prisoner's dilemma, zero-sum and discoordination games led to a significant decrease in realized payoffs for all the game classes under investigation. A distinction is made between superficial and deep transfer of learning both—the former is driven by superficial payoff similarities between games, the latter by differences in the incentive structures or strategic implications of the games. I examine whether agents learn to play the Nash equilibria of games, how they select amongst multiple equilibria, and whether they transfer Nash equilibrium behavior to unseen games. Sufficient exposure to a strategically heterogeneous

  13. [Serious video games in pediatrics].

    PubMed

    Drummond, D; Tesnière, A; Hadchouel, A

    2018-01-01

    Playing video games has been associated with several negative effects in children. However, serious games, which are video games designed for a primary purpose other than pure entertainment, should not be neglected by pediatricians. In the field of public health, some serious games are a means to decrease drug consumption and improve sexual health behavior in adolescents. In schools, serious games can be used to change students' perception of the disease of one of their classmates, or to train students on basic life support. Serious games are also used with patients: they can distract them from a painful procedure, increase their compliance to treatments, or participate in their rehabilitation. Finally, serious games allow healthcare professionals to train on the management of various medical situations without risk. For every field of application, this review presents the rationale of the use of video games, followed by concrete examples of video games and the results of their scientific evaluation. Copyright © 2017 Elsevier Masson SAS. All rights reserved.

  14. Using Game Mechanics to Measure What Students Learn from Programming Games

    ERIC Educational Resources Information Center

    Denner, Jill; Werner, Linda; Campe, Shannon; Ortiz, Eloy

    2014-01-01

    Despite the growing popularity of teaching children to program games, little is known about the benefits for learning. In this article, the authors propose that game mechanics can be used as a window into how the children are thinking and describe a strategy for using them to analyze students' games. The study involved sixty 10-14 year old…

  15. Gaming in the Game of Love: Effects of Video Games on Conflict in Couples

    ERIC Educational Resources Information Center

    Coyne, Sarah M.; Busby, Dean; Bushman, Brad J.; Gentile, Douglas A.; Ridge, Robert; Stockdale, Laura

    2012-01-01

    The current study assessed how playing video games can influence conflict and aggression in relationships. A sample of 1,333 heterosexual couples reported their video game playing habits, conflict regarding the media, and physical and relational aggression (both self and partner directed). Results showed that for men (but not women), time spent…

  16. Remote gaming on resource-constrained devices

    NASA Astrophysics Data System (ADS)

    Reza, Waazim; Kalva, Hari; Kaufman, Richard

    2010-08-01

    Games have become important applications on mobile devices. A mobile gaming approach known as remote gaming is being developed to support games on low cost mobile devices. In the remote gaming approach, the responsibility of rendering a game and advancing the game play is put on remote servers instead of the resource constrained mobile devices. The games rendered on the servers are encoded as video and streamed to mobile devices. Mobile devices gather user input and stream the commands back to the servers to advance game play. With this solution, mobile devices with video playback and network connectivity can become game consoles. In this paper we present the design and development of such a system and evaluate the performance and design considerations to maximize the end user gaming experience.

  17. The Game of Tri

    ERIC Educational Resources Information Center

    Haggard, Gary; Schonberger, Ann Koch

    1977-01-01

    The paper-and-pencil game "Tri" is described. The authors argue that students gain logical skills by playing the game, and that the game lends itself to the introduction of diverse mathematical ideas. (SD)

  18. Traffic Games: Modeling Freeway Traffic with Game Theory

    PubMed Central

    Cortés-Berrueco, Luis E.; Gershenson, Carlos; Stephens, Christopher R.

    2016-01-01

    We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers’ interactions. PMID:27855176

  19. Traffic Games: Modeling Freeway Traffic with Game Theory.

    PubMed

    Cortés-Berrueco, Luis E; Gershenson, Carlos; Stephens, Christopher R

    2016-01-01

    We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers' interactions.

  20. Sex, Lies and Video Games

    ERIC Educational Resources Information Center

    Kearney, Paul; Pivec, Maja

    2007-01-01

    Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…