12 research outputs found

    Competence-based social status and implicit preference modulate the ability to coordinate during a joint grasping task

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    Studies indicate that social status influences people’s social perceptions. Less information is available about whether induced social status influences dyadic coordination during motor interactions. To explore this issue, we designed a study in which two confederates obtained high or low competence-based status by playing a game together with the participant, while the participant always occupied the middle position of the hierarchy. Following this status-inducing phase, participants were engaged in a joint grasping task with the high- and low-status confederates in different sessions while behavioural (i.e., interpersonal asynchrony and movement start time) indexes were measured. Participants’ performance in the task (i.e., level of interpersonal asynchrony) when interacting with the low-status partner was modulated by their preference for him. The lower participants’ preference for a low- relative to a high-status confederate, the worse participants’ performance when interacting with the low-status confederate. Our results show that participants’ performance during motor interactions changes according to the social status of the interaction partner

    Bringing social interaction at the core of organizational neuroscience

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    Organizations are composed of individuals working together for achieving specific goals, and interpersonal dynamics do exert a strong influence on workplace behaviour. Nevertheless, the dual and multiple perspective of interactions has been scarcely considered by Organizational Neuroscience (ON), the emerging field of study that aims at incorporating findings from cognitive and brain sciences into the investigation of organizational behaviour. This perspective article aims to highlight the potential benefits of adopting experimental settings involving two or more participants (the so-called "second person" approach) for studying the neural bases of organizational behaviour. Specifically, we stress the idea that moving beyond the individual perspective and capturing the dynamical relationships occurring within dyads or groups (e.g., leaders and followers, salespersons and clients, teams) might bring novel insights into the rising field of ON. In addition, designing research paradigms that reliably recreate real work and life situations might increase the generalizability and ecological validity of its results. We start with a brief overview of the current state of ON research and we continue by describing the second-person approach to social neuroscience. In the last paragraph, we try and outline how this approach could be extended to ON. To this end, we focus on leadership, group processes and emotional contagion as potential targets of interpersonal ON research

    An investigation on the effects of social status on motor interactions and performance monitoring in social settings

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    As social species, in our daily lives we continuously interact with our conspecifics to communicate, cooperate or compete for the same resources. Besides the role of cognitive and emotional factors in determining the quality and success of interpersonal interactions, social factors may also play a crucial role. In the present work, I will first describe the results from a research project that aimed at investigating how social status shapes implicit preference, the ability to coordinate with another person and the monitoring of owns’ performance. In the second part of the thesis, I will present the results from a study that investigated the neural basis of performance monitoring during motor interactions. More in detail, the first two experiments, reported in chapters 2-3, investigated how the perceived (competence-based) social status of other people influences our implicit preference for them (Study 1) and our ability to coordinate with them while performing joint actions (Study 2). Shifting the perspective from other’s to own’s status, in the third experiment I have tested the hypothesis that the relative position a person occupies in a competence-based hierarchy influences their autonomic reactivity to positive and negative feedback after correct and error trials during a collective cognitive game (Study 3). In the last study (Study 4) I investigated the causal role of error-related EEG activity (i.e. frontal theta oscillations) in motor adjustment during a human-avatar motor interaction task by means of transcranial Alternating Current Stimulation (tACS)

    Midfrontal theta tACS facilitates motor coordination in human-avatar motor interactions

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    Heart rate deceleration following positive and negative feedback is influenced by competence-based social status.

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    This folder contains data and scripts from the study "Cardiac deceleration following positive and negative feedback is influenced by competence-based social status" by Boukarras, Garfinkel, Critchle

    Modulation of preference for abstract stimuli following competence-based social status primes

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    In the present study, we measured whether competence-related high and low social status attributed to two unknown individuals affects participants' implicit reactivity to abstract stimuli associated to the identity of the same individuals. During a status-inducing procedure, participants were asked to play an interactive game with two (fake) players coded as high vs low status based on their game competence. Before and after the game, a modified version of the Affective Misattribution Procedure (AMP) was administered in which the players' faces were used as primes. The evaluation target, as is typical to AMP, was a Chinese ideogram. There were two different presentation timings for the prime image: 75 ms and 17 ms. After the status-inducing procedure, the evaluation targets preceded by the high-status prime (i.e. best player's face) were rated as more pleasant than those preceded by the low-status prime (i.e. worst player's face). This effect was only found, however, for the 75 ms lasting prime. Moreover, explicit ratings of the primes showed that the high-status player was rated as more intelligent, competent and dominant than the low status one. These results indicate that implicit preference and explicit evaluation of unacquainted individuals are rapidly modulated by competence-based social status attribution, thus hinting at the plastic nature of social categorization and, relatedly, the malleability of visual preference

    The enfacement illusion boosts facial mimicry

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    Facial mimicry, the automatic imitation of another person's emotion, is a mechanism underlying emotion recognition and emotional contagion, a phylogenetically conserved form of empathy that precedes later developing empathic skills. We tested the possibility to increase facial mimicry by blurring self-other distinction via the enfacement illusion. To do so we delivered synchronous, versus asynchronous, visuo-tactile interpersonal multisensory stimulation on the observer and expresser's faces and then recorded surface facial EMG while participants observed videos of happy and sad facial expressions displayed by the expresser. Our results show that synchronous visuo-tactile stimulation can indeed enhance facial mimicry and that this depends on participants' baseline tendency to mimic.. Our findings could set the basis for developing novel interventions for conditions characterized by reduced empathic and emotion recognition skills, including autism and schizophrenia
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