Key Laboratory of Adolescent Cyberpsychology and Behavior of the Ministry of Education and School of Psychology, Central China Normal University, Wuhan, China; School of Psychology, Central China Normal University, Wuhan, China.
School of Psychology, Central China Normal University, Wuhan, China.
Neuropsychologia. 2021 Nov 12;162:108025. doi: 10.1016/j.neuropsychologia.2021.108025. Epub 2021 Sep 21.
Humans are social animals and need to cooperate to survive. However, individuals are not cooperative in every social interaction, and their cooperation may depend on social context. The present study used a social dilemma game to investigate whether an opponent's tendency to be cooperative over time influenced a player's behavior and neural response to outcomes in the game. University students ("players") thought they were playing against other students ("opponents") in the Chicken Game but were actually playing against a programmed computer. Participants were randomly assigned to play with an opponent who tended to be competitive (cooperative 20% of the time) or who tended to be cooperative (cooperative 80% of the time). The results showed that early in the game, participants in both groups adopted a "tit-for-tat" strategy. However, as the game progressed and the opponent's behavioral tendency became more noticeable, players in the competitive-opponent group became generally more cooperative to limit their losses. ERPs analyses indicated that players had a higher P300 and larger theta power in response to the opponent's aggression but not to the opponent's cooperation when their opponent showed a tendency to be cooperative vs. competitive. The results suggest that people adjust their cooperative behavior based on their opponent's behavior in social interaction, and aggression captures more attention than cooperation in this process.
人类是社会性动物,需要合作才能生存。然而,个体在每一次社会互动中并不都是合作的,他们的合作可能取决于社会环境。本研究使用社会困境游戏来探讨一个对手在一段时间内的合作倾向是否会影响玩家在游戏中的行为和对结果的神经反应。大学生(“玩家”)认为他们在与其他学生(“对手”)玩斗鸡游戏,但实际上他们是在与编程电脑玩。参与者被随机分配与一个倾向于竞争(合作 20%的时间)或合作(合作 80%的时间)的对手玩。结果表明,在游戏的早期,两组参与者都采用了“以牙还牙”的策略。然而,随着游戏的进行,对手的行为倾向变得更加明显,竞争对手组的玩家为了限制损失,总体上变得更加合作。ERP 分析表明,当对手表现出合作倾向时,与合作相比,玩家对对手的攻击会产生更高的 P300 和更大的θ功率,但对对手的合作不会产生这种反应。研究结果表明,人们会根据对手在社会互动中的行为调整自己的合作行为,在这个过程中,攻击比合作更能引起注意。