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									COMPETITIVE REACTION TIME TASK-DURATION SETTING ONLY

SCRIPT INFO

Script Author: Katja Borchert, Ph.D. (katjab@millisecond.com) for Millisecond Software, LLC
Date: 05-14-2013

last updated:  01-07-2016 by K. Borchert (katjab@millisecond.com) for Millisecond Software, LLC

Copyright ©  01-07-2016 Millisecond Software


BACKGROUND INFO

											*Purpose*
This script implements a version of the Competitive Reaction Time Task which is based on the
Taylor Competitive Reaction Time task (Taylor, 1967). The current script incorporates features from the following studies:

Bushman, B. J. (1995). Moderating role of trait aggressiveness in the effects of violent media on aggression. 
Journal of Personality and Social Psychology, 69, 950-960.

Anderson, C.A. & Dill, K.E. (2000). Video Games and Aggressive Thoughts, Feelings, and Behavior in
the Laboratory and in Life. Journal of Personality and Social Psychology, 78, 772-790.

Denson, T.F., von Hippel, W., Richard I. Kemp, R.I. & Teo, L.S. (2010). Glucose consumption decreases impulsive 
aggression in response to provocation in aggressive individuals. Journal of Experimental Social Psychology, 46, 1023–1028.


											  *Task*
Participants are told that they play a game with a second player (in reality the co-player is the computer).
The goal is to be faster to press the mouse button if a target square turns from yellow to red.
The 'loser' has to endure a blast of white noise. Before the participant gets to play, she is asked to
select the duration of the blast to be delivered (0s-2s). The intensity of the blast is kept constant in this script.
The game consists of 25 rounds.

Script: CompetitiveReactionTimeTask.iqx offers the possibility to set both intensity and duration
Script: CompetitiveReactionTimeTask_Intensity offers the possibility to set intesity of blast with a constant duration


DATA FILE INFORMATION: 
The default data stored in the data files are:

(1) Raw data file: 'CompetitiveReactionTimeTask_Duration_raw*.iqdat' (a separate file for each participant)

build:							Inquisit build
computer.platform:				the platform the script was run on
date, time, subject, group:		date and time script was run with the current subject/groupnumber 
blockcode, blocknum:			the name and number of the current block
trialcode, trialnum: 			the name and number of the currently recorded trial
									(Note: not all trials that are run might record data)

/volume:						records the volume with which the blast has to be delivered
/win:							1 = participant wins; 2 = participant loses
/outcomeduration:				stores current duration of outcome trial (depends on feedback or blastduration)
/blastduration :				stores the current duration selected by participant in levels (1-10)
/blastduration_ms:				stores the current selected duration in ms
/feedbackduration:				stores the current feedback duration (duration chosen by 'co-player')
/rt_duration:					stores the current latency (in ms) for selecting duration
/rt_ready:						stores latency (in ms) to select ready button
/rt_target:						stores latency (in ms) of target response when target turns red

(2) Summary data file: 'CompetitiveReactionTimeTask_Duration_summary*.iqdat' (a separate file for each participant)

This script computes blastintensity and duration separately (as well as overall) for 
- stage 0 (first trial; Denson et al (2010) used first trial aggression as main DV)
- stage 1 (trial 2-9)
- stage 2 (trial 10-17)
- stage 3 (trial 18-25)

script.startdate:							date script was run
script.starttime:							time script was started
script.subjectid:							subject id number
script.groupid:								group id number
script.elapsedtime:							time it took to run script (in ms)
computer.platform:							the platform the script was run on
/completed:									0 = script was not completed; 1 = script was completed (all conditions run)

/firstintensity:							stores the intensity selected for the first round/trial
/firstduration								stores the duration selected for the first roundtrial
/max_winlatency:							maximum latency (in ms) that allows player to win the current game; any reaction times above => lose
												(even if it was a predetermined 'win' trial) default: 700ms

/mean_blastduration:						mean blastduration in ms (includes all 25 trials)
/mean_blastduration1:						mean blastduration in ms of stage 1 (trial 2 - trial 9)
/mean_blastduration2: 						mean blastduration in ms of stage 2 (trial 10 - trial 17)
/mean_blastduration3:						mean blastduration in ms of stage 3 (trial 18 - trial 25)
/meanrt_duration:							mean latency (in ms) of setting duration (includes all 25 trials)
/meanrt_ready:								mean latency (in ms) of selecting Ready button (all trials)
/meanrt_target:								mean latency (in ms) of target response when target turns red (all trials)



EXPERIMENTAL SET-UP
* 25 rounds/trials, stage 0 = trial 1; stage 1 = trial 2 - trial 9; stage 2 = trial 10 - 17; stage 3 = trial 18 - trial 25
* by default different editable values and lists govern the duration/intensity the computer chooses for those different stages;
-> change values under EDITABLE CODE -> Editable Values 
-> change lists under EDITABLE CODE -> Editable Lists 

(A) TRIAL SET-UP
25 trials = 25 trial sequences; each trial sequence consists of 9 steps

1. trial.start
presents the UI of the game; lasts for a random amount of time (EDITABLE CODE -> Editable Lists)
2. trial.duration
let's participants set the duration of the blast
3. trial.ready
let's participants select the ready-button
4. trial.target_wait
target sits there being green for a random amount of time (EDITABLE CODE -> Editable Lists),
presumably because participant have to be both ready before the yellow square should be presented.
'Ready' button turns purple.
5.  trial.target_yellow
target box turns yellow for a random amount of time (EDITABE CODE -> Editable Lists) = warning signal
6. trial.target_red
target box turns red; waits for participant's mouse click/touch; waits a random amount of time to reveal the
outcome (EDITABLE CODE -> Editable Lists) to pretend the computer has to wait for 2 responses
7. trial.outcome
reveals who won, delivers the blast (if participant lost), lasts as long as set blastduration or
duration set by computer; reveals the setting the co-players have chosen under certain circumstances
8. trial.end
continues to show the setting the co-player chose until the settings have been displayed for a set amount of time 
(EDITABLE CODE -> Editable Values)

(B) DURATION SETTINGS
1) Duration is set by selecting a level 0-10 of a Duration Meter. The levels are each displayed with a 
specific duration in s. Once the duration is selected, the meter turns gray including the selected level.
Exception: if duration = 0 is selected, the 0 level turns yellow instead of gray to highlight the non-aggressive choice.
2) Duration is selected last. Once selected, no changes can be made
3) The specific durations used for each level can be set under EDITABLE VALUES -> Editable Values

INSTRUCTIONS
Instructions are modelled based on Bushman (1995) - see section Editable Instructions

EDITABLE CODE:
check below for (relatively) easily editable parameters, stimuli, instructions etc. 
Keep in mind that you can use this script as a template and therefore always "mess" with the entire code to further customize your experiment.

The parameters you can change are:

/feedbackintensity:						sets the constant intensity of the blast on a scale from 0-10 (default: 5)

/firstoutcome_predetermined:			1 = first trial outcome (win/loss) is set by experimenter 0 = should be randomly determined

										IF firstoutcome_predetermined = 1 (default):
/firstwin:								1 = participant wins first trial (default); 2 = participant loses first trial

/showcoplayersettings:					1 = only show co-player settings for losing trials (default)

										2 = always show co-player settings

/max_winlatency:						maximum latency that allows player to win the current game; any reaction times above => lose
										(even if it was a predetermined 'win' trial) default: 700ms

/revealduration:						how long each participant sees parameter settings of 'co-player' (default: 4000ms)

/timerduration:							amount of time a timer is presented on the screen to alert participants
										that game starts soon

Duration Settings:						set the durations (in s) for all 10 duration settings
/duration0 = 0
/duration1 = 0.5
/duration2 = 0.67
/duration3 = 0.83
/duration4 = 1
/duration5 = 1.17
/duration6 = 1.33
/duration7 = 1.5
/duration8 = 1.67
/duration9 = 1.83
/duration10 = 2

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