9 research outputs found
Ostracism and fines in a public goods game with accidental contributions: The importance of punishment type
Punishment is an important method for discouraging uncooperative behavior. We use a novel design for a public goods game in which players have explicit intended contributions with accidentally changed actual contributions, and in which players can apply costly fines or ostracism. Moreover, all players except the subject are automated, whereby we control the intended contributions, actual contributions, costly fines, and ostracisms experienced by the subject. We assess subjectâs utilization of other playersâ intended and actual contributions when making decisions to fine or ostracize. Hierarchical Bayesian logistic regression provides robust estimates. We find that subjects emphasize actual contribution more than intended contribution when deciding to fine, but emphasize intended contribution more than actual contribution when deciding to ostracize. We also find that the efficacy of past punishment, in terms of changing the contributions of the punished player, influences the type of punishment selected. Finally, we find that the punishment norms of the automated players affect the punishments performed by the subject. These novel paradigms and analyses indicate that punishment is flexible and adaptive, contrary to some evolutionary theories that predict inflexible punishments that emphasize outcomes
The Disappearance of Moral Choice in Serially Reproduced Narratives
How do narratives influence moral decision-making? Our ongoing studies
use serial reproduction of narratives, that is multiple retellings as
in the telephone game, of morally ambiguous situations. In particular,
we tested stories that include a minor misdemeanor, but leave open
whether the wrongdoer will be punished by a bystander. It turns out
that serial reproduction (retelling) of stories tends to eliminate the
possibility of intervention by the bystander under certain conditions.
We reason that this effect can be explained either by preferences of
the readers or by the reader\u27s discomfort to get involved. A second
finding is that retellings of third-person narratives of moral
situations lead to a higher degree of change and invention of the
outcome than first-person narratives
Fact vs. Affect in the Telephone Game: All Levels of Surprise Are Retold With High Accuracy, Even Independently of Facts
When people retell stories, what guides their retelling? Most previous research on story retelling and story comprehension has focused on information accuracy as the key measure of stability in transmission. This paper suggests that there is a second, affective, dimension that provides stability for retellings, namely the audience affect of surprise. In a large-sample study with multiple iterations of retellings, we found evidence that people are quite accurate in preserving all degrees of surprisingness in serial reproduction â even when the event that produced the surprisingness in the original story is dropped or changed. Thus, we propose that the preservation of affect is an implicit goal of retelling: merely do retellers not recall highly surprising events better, but rather they register all levels of surprisingness precisely and aim to surprise their implied audience to same degree. This study used 2,389 participants.Significance Statement: Story retelling is a process whereby cultural information is transmitted horizontally across social networks and vertically down generations. For the most part, retelling research has focused on the relevance and stability of factual information, âwho did what, where, when, and whyâ; comparatively little is known about the transmission of affective information. We suggest that affect can serve as a second axis of stability for retelling, partially independent from factual information. In serial reproduction tasks modeled after the telephone game, we find that surprisingness of stories is well preserved across retellings â even when the facts and events of the story are not. The findings are significant for the communication of information, and thereby also the stability and transformation of culture in general
Bayesian data analysis for newcomers
This article explains the foundational concepts of Bayesian data analysis using virtually no mathematical notation. Bayesian ideas already match your intuitions from everyday reasoning and from traditional data analysis. Simple examples of Bayesian data analysis are presented, that illustrate how the information delivered by a Bayesian analysis can be directly interpreted. Bayesian approaches to null-value assessment are discussed. The article clarifies misconceptions about Bayesian methods that newcomers might have acquired elsewhere. We discuss prior distributions and explain how they are not a liability but an important asset. We discuss the relation of Bayesian data analysis to Bayesian models of mind, and we briefly discuss what methodological problems Bayesian data analysis is not meant to solve. After you have read this article, you should have a clear sense of how Bayesian data analysis works and the sort of information it delivers, and why that information is so intuitive and useful for drawing conclusions from data
Ostracism and fines in a public goods game with accidental contributions: The importance of punishment type
Punishment is an
important method for discouraging uncooperative behavior. We use a novel design
for a public goods game in which players have explicit intended contributions
with accidentally changed actual contributions, and in which players can apply
costly fines or ostracism. Moreover, all players except the subject are
automated, whereby we control the intended contributions, actual contributions,
costly fines, and ostracisms experienced by the subject. We assess subject's
utilization of other players' intended and actual contributions when making
decisions to fine or ostracize. Hierarchical Bayesian logistic regression
provides robust estimates. We find that subjects emphasize actual contribution
more than intended contribution when deciding to fine, but emphasize intended
contribution more than actual contribution when deciding to ostracize. We also
find that the efficacy of past punishment, in terms of changing the
contributions of the punished player, influences the type of punishment
selected. Finally, we find that the punishment norms of the automated players
affect the punishments performed by the subject. These novel paradigms and
analyses indicate that punishment is flexible and adaptive, contrary to some
evolutionary theories that predict inflexible punishments that emphasize
outcomes
Self-regulated studying behavior, and the social norms that influence it
Teachers commonly use injunctive norms when telling students what they should be doing. But researchers find that sometimes descriptive norms, information about what others are actually doing, are more powerful influencers of behavior. In the present work, we examine which norm is more effective at increasing selfâregulated studying and performance in an online college course across two semesters. To do this, we randomly assigned 751 undergraduate Introductory Psychology students to receive email messages at the start of every content unit that either contained descriptive norms, injunctive norms, information about the course, or a no message control. We found that injunctive norms increased study behaviors aimed at fulfilling course requirements (completion of assigned activities), but did not improve learning outcomes. Descriptive norms increased behaviors aimed at improving knowledge (ungraded practice with activities after they were due), and improved performance. These results suggest that norms more effectively influence behavior when there is a match, or a sense of fit, between the goal of the behavior (fulfilling course requirements vs. learning) and the pull of a stated norm (social approval vs. efficacy). We discuss these implications with respect to students' motivations for selfâregulated studying behavior in contemporary learning environments, and the overall goals of education
Fact vs. Affect in the Telephone Game: All Levels of Surprise Are Retold With High Accuracy, Even Independently of Facts
When people retell stories, what guides their retelling? Most previous research on story retelling and story comprehension has focused on information accuracy as the key measure of stability in transmission. This paper suggests that there is a second, affective, dimension that provides stability for retellings, namely the audience affect of surprise. In a large-sample study with multiple iterations of retellings, we found evidence that people are quite accurate in preserving all degrees of surprisingness in serial reproduction â even when the event that produced the surprisingness in the original story is dropped or changed. Thus, we propose that the preservation of affect is an implicit goal of retelling: merely do retellers not recall highly surprising events better, but rather they register all levels of surprisingness precisely and aim to surprise their implied audience to same degree. This study used 2,389 participants