Department of Epidemiology, UCLA Fielding School of Public Health, Los Angeles, CA, 90095, USA.
Machine Intelligence Group for the Betterment of Health and the Environment, Network Science Institute, Boston, MA, 02115, USA.
Sci Rep. 2024 Oct 3;14(1):23024. doi: 10.1038/s41598-024-72939-2.
Punishment serves as a balancing force that dissuades people from acting selfishly, which complements cooperation as an essential characteristic for the prosperity of human societies. Past studies using economic games with two options (cooperation and defection) reported that cooperation decisions are generally faster than defection decisions and that time pressure possibly induces human players to be more intuitive and thus cooperative. However, it is unclear where punishment decisions sit on this time spectrum. Therefore, we recruited human players and implemented two series of online network games with cooperation, defection, and punishment options. First, we find that punishment decisions are slower than cooperation or defection decisions across both game series. Second, we find that imposing experimental time pressure on in-game decisions neither reduces nor increases the frequency of punishment decisions, suggesting that time pressure may not directly interact with the mechanisms that drive players to choose to punish.
惩罚作为一种平衡力量,阻止人们自私自利的行为,与合作一起作为人类社会繁荣的基本特征相辅相成。过去使用具有两种选择(合作和背叛)的经济游戏进行的研究报告表明,合作决策通常比背叛决策更快,时间压力可能促使人类参与者更加直观,从而更具合作性。但是,尚不清楚惩罚决策在这个时间范围内的位置。因此,我们招募了人类参与者,并实施了两个具有合作、背叛和惩罚选择的在线网络游戏系列。首先,我们发现,在两个游戏系列中,惩罚决策都比合作或背叛决策慢。其次,我们发现,对游戏中的决策施加实验时间压力既不会减少也不会增加惩罚决策的频率,这表明时间压力可能不会直接影响驱动玩家选择惩罚的机制。