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									COMPETITIVE REACTION TIME TASK - INTENSITY SETTING ONLY

SCRIPT INFO

Script Author: Katja Borchert, Ph.D. (katjab@millisecond.com) for Millisecond Software, LLC
Date: 05-14-2013
last updated:  01-06-2016 by K. Borchert (katjab@millisecond.com) for Millisecond Software, LLC

Copyright ©  01-06-2016 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 intensity of the blast to be delivered to co-player (0-10). The duration of the blast is held constant
in this script.

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


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

(1) Raw data file: 'CompetitiveReactionTimeTask_Intensity_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 
/blastduration_ms:				sets the constant blastduration (default: 1000ms); Max = 2000 (determined by length of provided sound.blast)
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)
/blastintensity:				stores the current intensity selected by participant
/feedbackintensity:				stores the current feedback intensity (intensity chosen by 'co-player')
/rt_intensity:					stores the current latency (in ms) for selecting intensity
/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_Intensity_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 that allows player to win the current game; any reaction times above => lose
												(even if it was a predetermined 'win' trial) default: 700ms

/mean_blastintensity: 						mean blastintensity (includes all 25 trials)
/mean_blastintensity1:						mean blastintensity of stage 1 (trial 2 - trial 9)
/mean_blastintensity2:						mean blastintensity of stage 2 (trial 10 - trial 17)
/mean_blastintensity3: 						mean blastintensity of stage 3 (trial 18 - trial 25)
/meanrt_intensity:							mean latency (in ms) of setting intensity (includes all 25 trials)
/meanrt_ready:								mean latency (in ms) of selecting Ready button (all trials)
/meanrt_target:								mean latenacy (in ms) of target response when target turns red (all trials)



(2) 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 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 8 steps

1. trial.start
presents the UI of the game; lasts for a random amount of time (EDITABLE CODE -> Editable Lists)
2. trial.intensity
let's participants set the intensity 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 participants 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 parameters.blastduration_ms; 
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) INTENSITY SETTINGS
1) Intensity is set by selecting a level 0-10 of an Intensity Meter. Once the intensity is selected, the meter
turns gray including the selected level. Exception: if intensity = 0 is selected, the 0 level turns yellow
instead of gray to highlight the non-aggressive choice
2) Once selected, no changes can be made
3) The audio file that delivers the blast in this script was created in Audacity: White noise with Amplitude 1, 2s long
!!!The audio file can easily be replaced under EDITABLE CODE -> Editable Stimuli
4) the volume of the audio file is adjusted in Inquisit

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:

/blastduration_ms:						sets the constant blastduration (default: 1000ms); Max = 2000 (determined by length
										of provided sound.blast)

/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

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