Competitive Reaction Time Task - Intensity

Technical Manual

Script Author: Katja Borchert, Ph.D. (katjab@millisecond.com), Millisecond

Created: January 14, 2013

Last Modified: January 11, 2025 by K. Borchert (katjab@millisecond.com), Millisecond

Script Copyright © Millisecond Software, LLC

Background

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.

Duration

10 minutes

Description

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

Procedure

• 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.blastdurationMS;
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 provided by Millisecond. They are not original to any of the studies.
See crrt_instructions.iqjs

Scoring

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)

Summary Data

File Name: CompetitiveReactionTimeTask_Intensity_summary*.iqdat

Data Fields

NameDescription
inquisit.version Inquisit version number
computer.platform Device platform: win | mac |ios | android
startDate Date the session was run
startTime Time the session was run
subjectId Participant ID
groupId Group number
sessionId Session number
elapsedTime Session duration in ms
completed 0 = Test was not completed
1 = Test was completed
blastDurationMS Sets the constant blastduration (default: 1000ms); Max = 2000 (determined by length
of provided sound.blast)
firstIntensity Stores the intensity selected for the first round/trial
maxWinLatency 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
meanBlastIntensity Mean blastintensity (includes all 25 trials)
meanBlastIntensity1 Mean blastintensity of stage 1 (trial 2 - trial 9)
meanBlastIntensity2 Mean blastintensity of stage 2 (trial 10 - trial 17)
meanBlastIntensity3 Mean blastintensity of stage 3 (trial 18 - trial 25)
meanrtIntensity Mean latency (in ms) of setting intensity (includes all 25 trials)
meanrtReady Mean latency (in ms) of selecting Ready button (all trials)
meanrtTarget Mean latency (in ms) of target response when target turns red (all trials)

Raw Data

File Name: competitivereactiontimetask_intensity_raw*.iqdat

Data Fields

NameDescription
build Inquisit version number
computer.platform Device platform: win | mac |ios | android
date Date the session was run
time Time the session was run
subject Participant ID
group Group number
session Session number
blockCode Name of the current block
blockNum Number of the current block
trialCode Name of the current trial
trialNum Number of the current trial
trialCount Custom trialCounter
blastDurationMS Sets the constant blastduration (default: 1000ms); Max = 2000 (determined by length
of provided sound.blast)
volume Records the volume with which the blast has to be delivered
win 1 = participant wins; 2 = participant loses
blastIntensity Stores the current intensity selected by participant
feedbackIntensity Stores the current feedback intensity (intensity chosen by 'co-player')
rtIntensity Stores the current latency (in ms) for selecting intensity
rtReady Stores latency (in ms) to select ready button
rtTarget Stores latency to (in ms) of target response when target turns red

Parameters

The procedure can be adjusted by setting the following parameters.

NameDescriptionDefault
blastDurationMS Sets the constant blastduration ; Max = 2000 (determined by length
of provided sound.blast)
1000ms
firstOutcomePredetermined 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
maxWinLatency 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' 4000ms
timerDuration Amount of time a timer is presented on the screen to alert participants
that game starts soon