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									Cyberball: 3 PLAYERS
SCRIPT INFO

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 the Cyberball paradigm based on:

Williams, K. D., Cheung, C. K. T., & Choi, W. (2000). CyberOstracism: Effects of being ignored over 
the Internet. Journal of Personality and Social Psychology, 79, 748-762.

Williams, K. D., & Jarvis, B. (2006). Cyberball: A program for use in research on ostracism and interpersonal 
acceptance. Behavior Research Methods, Instruments, and Computers, 38, 174-180.

see also: http://www1.psych.purdue.edu/~willia55/Announce/cyberball.htm

											  *Task*
Participant plays ball with 2 other participants (= the computer). It can be predefined with what
probability the computer includes/excludes the participant into the ball game.


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

(1) Raw data file: '3PlayerCyberball_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) 
								Trialcode Explanation: 
								Examples:
									"1to2" => in this trial player 2 (participant) throws the ball AFTER getting it from player 1
									"1to3" => in this trial player 3 throws the ball AFTER getting it from player 1 (random selection decides whether player 3 throws to player 1)
/player:						stores the current player (1, 2, 3)
/recipient:						stores the recipient of the current ball toss (1, 2, 3)									
response:						the (participant's) response
latency: 						the response latency in ms (for trials in which player 1 and 3 "play", the latency
								is the randomly selected trialduration)
/count_ignore2:					counts how often player 2 (participant) was "ignored" before a throw (resets every time
								player 2 gets to throw the ball)

(2) Summary data file: '3PlayerCyberball_summary*.iqdat' (a separate file for each participant)

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 (prematurely aborted); 1 = script was completed (all conditions run)
/showpictures:					true = pictures of players are onscreen (default)
								false = no pictures are presented
/showlabels:					true = labels of players are onscreen (default)
								false = no labels are presented

item.player1.1-
item.player3label.1:			images and labels used for the various players

/max_trialcount:				maximum number of trials (= passes between all players) played		

/ignore2_streak1: 				the number of times player 2 (participant) was ignored before player2 (participant) gets to respond for the first time
/max_ignore2:					the longest streak of ignoring player 2 (participant) in the game that participant experienced
								before being able to respond

/count_player2throws:			counts the number of times that player 1 gets to throw the ball
/count_player2throws:			counts the number of times that player 3 gets to throw the ball
/count_player2throws:			counts the number of times that player 2 (participant) gets to throw the ball
/meanRT_player2:				mean latency (in ms) of player 2 (participant)

/count_12:						counts the number of times that player 1 throws to player 2 (participant)
/perc_12:						percentage of player 1 throws that play to player 2 (participant)
/count_21:						counts the number of times that player 2 (participant) throws to player 1
/perc_21:						percentage of player 2 throws (participant) that play to player 1
/meanRT_21:						mean latency (in ms) of player 2 (participant) decisions to throw to player 1

/count_32:						counts the number of times that player 3 throws to player 2 (participant)
/perc_32:						percentage of player 3 throws that play to player 2 (participant)
/count_23:						counts the number of times that player 2 (participant) throws to player 3
/perc_23:						percentage of player 2 throws (participant) that play to player 3
/meanRT_23:						mean latency (in ms) of player 2 (participant) decisions to throw to player 3

/perc_sameplayer:				percentage of player 2 (participant) throws when player 2 throws the ball back to the player who threw the ball to participant
										Note: random selection -> 1/2 times of all player 2 throws
/perc_otherplayer:				percentage of player 2 (participant) throws when player 2 throws ball to the player who didn't threw the ball to participant
										Note: random selection -> 1/2 times of all player 2 throws
/meanRT_sameplayer:				mean latencies (in ms) of trials in which player2 (participant) throws ball back to the player who threw the ball to participant
/meanRT_otherplayer:			mean latencies (in ms) of trials in which player2 (participant) throws ball to the player who didn't threw the ball to participant


EXPERIMENTAL SET-UP
* Participant plays ball with 2 other players for 50 trials.
The number of trials can be edited under section EDITABLE PARAMETERS.

* By default, all players are represented by names and pictures. 
Names and pictures can be edited under section EDITABLE STIMULI.
To remove names or pictures go to EDITABLE PARAMETERS.

* By default, player 1 throws the ball to participant (= player 2) with a pre-determined probability (default: 25% of the times) 
as does Player 3 (default: 25% of the times). The probabilities can be edited under section EDITABLE LISTS.
The player schedules can further be customized to dictate specific/fixed throw sequences for each of the 
"computer player". Go to section EDITABLE LISTS for further instructions.

* Decision Times for Player 1 and 3 are controlled by expressions.cyberdecisiontime under
EDITABLE PARAMETERS.

STIMULI
picture examples are provided by Millisecond Software. They can easily be edited under section
Editable Stimuli

INSTRUCTIONS
can be edited under 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:

/max_trialcount:	maximum number of trials (= passes between the players) played		
/showpictures:		true = pictures of players are onscreen (default)
					false = no pictures are presented
/showlabels:		true = labels of players are onscreen (default)
					false = no labels are presented
						
NOTE: parameters.showpictures and parameters.showlabels cannot be set to false at the same time.

/ cyberdecisiontime: 		selects without replacement (noreplace) one of the 4 decision times for players1 and 3

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