Computational protocol: The socialization effect on decision making in the Prisoner's Dilemma game: An eye-tracking study

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Protocol publication

[…] Nine experiments were conducted. Twelve participants took part in each experiment. One participant of the 12 in each experiment was equipped with the mobile eye-tracking system. The sample for eye-movement recording (n = 9) included five women and four men aged from 20 to 40 years old (M = 23.7, SD = 6.2). All the participants were recruited on a voluntary basis through the social network VKontakte (vk.com). The study procedures involving human participants were approved by Tomsk State University Human Subjects Committee. Written informed consents were obtained from participants. Experimental data are readily available on Harvard Dataverse: https://goo.gl/0hDljy. [...] After the Socialization stage, the participants took their seats at the computers. They were instructed that they would be asked to play the Prisoner's Dilemma game again, but this time their partner would be a random member from the newly formed group of six people. The participant, who during the Individual Game stage was equipped with ETG, put on the ETG and completed the calibration accuracy test once again. Then all the participants proceeded to the Prisoner's Dilemma game, which consisted of 15 rounds. After each round, the participants could see the result of each round and the total personal result for the game at the moment, as well as the overall results for the two groups on their monitors.After the Group Game stage the participants were tested to determine the index of group identity according to the Fishbach-Ellemers scale []. They also reported on the moves they used, as well as on those moments in the game that caused any experiences or thoughts.The roles (who would select rows or columns) during the Individual Game and Group Game stages were assigned randomly so that each participant played approximately the same number of rounds in each role (6 and 5 before Socialization, 8 and 7 after Socialization).The gains matrix content was unchanging. However, at the Group Game stage, group names proposed by the participants were added to the screens ().Semantic Gaze Mapping, included in the SensoMotoric Instruments BeGaze, was used for aggregating each participant’s results on the stimulus matrix. Semantic Gaze Mapping allows us to determine the points of a subject gaze fixation on a stimulus for the selected trials, if the eye movements were recorded with the help of ETG. Further quantitative indicators were exported from BeGaze and statistically processed by StatSoft Statistica v. 10. Parameters of oculomotor activity in one round of the game were taken as the unit of analysis. […]

Pipeline specifications

Software tools Dataverse, Statistica
Applications Miscellaneous, Genome annotation
Organisms Homo sapiens