Self Other Performance Task

Technical Manual

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

SCRIPT INFO

Created: January 17, 2018

Last Modified: January 30, 2024 by K. Borchert (katjab@millisecond.com), Millisecond

Script Copyright © Millisecond Software, LLC

Background

This script implements a SelfOtherPerformanceTask by C. Hobbs (email: C.Hobbs@bath.ac.uk). The task investigates the influence of social context on self performance estimates within the context of an online anagram solving game with multiple computer simulated players.

A similar task was used in the GW4 Undergraduate Psychology Consortium 2018/9 a joint research program of researchers at the University of Bath, University of Bristol and University of Cardiff: https://osf.io/54jfv/

Duration

20 minutes.

Description

Participants are asked to solve anagrams under cooperative and competitive conditions with various other players and predict their performance during each condition as well as rate their self-esteem after each game.

The task is divided into baseline phase (individual anagram solving task) vs. test phase (five cooperative games and give competitive games).

Procedure

(1) Intro:
- selection of affiliation (here: university), avatar image and avatar name
- random assignment of affiliation to computer players, so that there are 2 players from each institution
- random assignment of remaining avatars to computer players
- random assignment of names to computer players from a predetermined list of names (see helper script 'selfotherperformancetaskStimuli.iqjs')
( if participant selects one of the player names, a request for another name try is made)

(2) Practice
- 'individual' play (not team play)
- 3 pre-selected anagrams in random order
- no timelimit
- feedback

(3) Baseline
- 'individual' play (not team play)
- Task: solve as many anagrams as you can during a given time frame.
The anagrams are selected randomly without replacement from the available list of anagrams.
- timed (default: 1 minute; see section Editable Parameters)

- before participant's score is revealed, participant is asked to predict her score ('self rating');
after all points are revealed, participant is asked about her feelings ('self-esteem')

- Percentage Correct: percentage correctly solved anagrams based on the number of anagrams attempted
=> if percentage correct is below 25% => reported percentage correct is adjusted by randomly selecting from 25%, 26%, 27%, 28%
=> if percentage correct is above 75% => reported percentage correct is adjusted by randomly selecting from 72%, 73%, 74%, 75%
=> scores are directly translated into points from 0-100.

- computer player performance:
the assigned percantage corrects of the computer players are selected randomly from
- participant percentage correct + 24 (higher)
- participant percentage correct + 10 (higher)
- participant percentage correct - 1 (almost the same)
- participant percentage correct - 10 (lower)
- participant percentage correct - 24 (lower)
=> scores are directly translated into points from 0-100.

- ScoreBoard reveals the player's baseline points in order (from highest to lowest)

(4) Test
- Task: solve as many anagrams as you can during a given time frame (each player works on his/her own anagrams).
The anagrams are randomly (without replacement) selected from the list of available anagrams
- each game is timed (default: 1 minute; see section Editable Parameters)

- The test phase runs 10 rounds: five competitive and five cooperative rounds
- competitive round: two players play against each other.
The player with the higher score will get the points as calculated by the difference score,
the other player gets 0 points for that round
- cooperative game: two players play with each other ( they each solve their own anagrams).
At the end both players get the mean points earned for that round

- the participant plays against each of the five computer players twice: once in a competitive round
and once in a cooperative rounds
The remaining pairings (btw. computer players) for the games are predetermined, so that each computer player
plays against each other computer player once in the competitive and once in the cooperative round

- before participant's score is revealed, participant is shown her coplayer's score and asked to predict her own score ('self rating');
after all points are revealed, participant is asked about her feelings ('self-esteem')

- Percentage Correct for Participant ('score') during test: same algorithm used as after the Baseline Phase
- Percentage Correct for Computer-Players ('score') during test: same algorithm used as after the Baseline Phase

- Points are cumulative. At the end the final scoreBoard is revealed.
based on the random allocation of the points, participant's final standing is not fixed.


throughout the script, participants have to wait for the other players to finish.
These wait times are randomly selected from list.waitTime under section Editable Lists

Stimuli

- provided by Katie Hobbs, University of Bath
- are stored in helper script selfotherperformancetaskStimuli.iqjs
- 1217 anagrams of different lengths, valence, arousal, dominance
- 8 possible avatars
- 3 university logos
- 6 possible names

Instructions

- provided by Katie Hobbs, University of Bath
- see section Editable Instructions in this script

Summary Data

File Name: selfotherperformanceSummary*.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
baselineSelfRating Stores the self performance rating (1-100) made during baseline
baselineSelfEsteem Stores the self esteem rating (1-100) made during baseline
meanSelfRatingCooperate The mean self performance rating (0-100) made for cooperative games
meanSelfEsteemCooperate The mean self-esteem rating (0-100) made for cooperative games
meanSelfRatingCompete The mean self performance rating (0-100) made for competitive games
meanSelfEsteemCompete The mean self-esteem rating (0-100) made for competitive games
The following variables store the avatar selection (avatar itemnumber), affiliation (here: Bath, Bristol, Cardiff),
player name and player total scores for all 6 players (participant + 5 computer players)
participantAffiliation
participantName
participantAvatar
totalPointsParticipant Stores the accumulated points for participant (baseline points + 10 tests)
player2Affiliation
player2Name
player2Avatar
totalPointsPlayer2
player3Affiliation
player3Name
player3Avatar
totalPointsPlayer3
player4Affiliation
player4Name
player4Avatar
totalPointsPlayer4
player5Affiliation
player5Name
player5Avatar
totalPointsPlayer5
player6Affiliation
player6Name
player6Avatar
totalPointsPlayer6

Raw Data

File Name: selfotherperformance_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
condition Stores the current compete/cooperate condition: 1 = cooperate; 2 = compete or "baseline"
anagramCount Counts the anagrams presented in the current block
anagramItemNumber Stores the itemnumber of the currently presented anagram
valMn Stores the mean valence rating of the current anagram solution word
valSD Stores the standard deviation of the valence ratings of the current anagram solution word
aroMn Stores the arousal rating of the current anagram solution word
aroSD Stores the standard deviation of the arousal ratings of the current anagram solution word
domM Stores the dominance rating of the current anagram solution word
domSD Stores the standard deviation of the dominance ratings of the current anagram solution word
anagramLength Stores the number of letters in the current anagram
anagram Stores the anagram currently presented
anagramSolution Stores the correct solution of the currently presented anagram
proposedSolution Stores the proposed solution to the current anagram
acc 1 = proposed anagram solution is correct; 0 = otherwise
proposedSolutionRT Stores the latency in ms of the currently proposed anagram solution (measured from onset of textbox until enter is pressed)
selfRating Stores the current performance self rating (1-100)
selfRatingRT Stores the current performance self rating latency (measured from onset of slider until enter)
selfEsteemRating Stores the current self esteem rating (1-100)
selfEsteemRatingRT Stores the current self esteem rating latency (measured from onset of slider until enter)
response The participant's response during the currently recorded trial
depending on inputdevice can be: a key scancode, a selected stimulus, a slider response, a textbox response etc.
latency The response latency (in ms) of the currently recorded response
teams Stores the teams during a test block
Example: "12, 34, 56"
team 1: participant (1) is paired with player2,
team 2: player3 is paired with player4,
team 3: player 5 is paired with player 6
The following variables stores the avatars, names and scores of the players by team.
coplayer: player who is currently paired with participant
team2: the second team of the current block; team3 = the third team of the current block
participantOutcome WINNER or LOSER
participantScore The % score of the participant based on 'performance'
participantPoints The awarded points based on %score and values.condition
coplayerName The name of the coplayer (coplayer = player who is paired with participant)
coplayerOutcome WINNER or LOSER
coplayerScore The % score of the coplayer based on 'performance'
coplayerPoints The awarded points based on %score and values.condition
same for team2 and team3
team2Name1 The left player of team 2
team2Outcome1 WINNER or LOSER
team2Score1 Score of the left player of team 2
team2Points1 The awarded points
team2Name2 The right player of team 2
team2Outcome2 WINNER or LOSER
team2Score2 Score of the right player of team 2
team2Points2 The awarded points
team3Name1 The left player of team 3
team3Outcome1 WINNER or LOSER
team3Score1 Score of the left player of team 3
team3Points1 The awarded points
team3Name2 The right player of team 3
team3Outcome2 WINNER or LOSER
team3Score2 Score of the right player of team 3
team3Points2 The awarded points
the current scores by players (based on 'performance')/the current earned points by player (based on score and condition)
participantScore:, /participantPoints
player2Score:, /player2Points
player3Score:, /player3Points
player4Score:, /player4Points
player5Score:, /player5Points
player6Score:, /player6Points
The following variables store the avatar selection (avatar itemnumber), affiliation (here: Bath, Bristol, Cardiff),
player name and player total scores for all 6 players (participant + 5 computer players)
participantAffiliation
participantName
participantAvatar
totalPointsParticipant Stores the accumulated points for participant (baseline points + 10 tests)
player2Affiliation
player2Name
player2Avatar
totalPointsPlayer2
player3Affiliation
player3Name
player3Avatar
totalPointsPlayer3
player4Affiliation
player4Name
player4Avatar
totalPointsPlayer4
player5Affiliation
player5Name
player5Avatar
totalPointsPlayer5
player6Affiliation
player6Name
player6Avatar
totalPointsPlayer6

Parameters

The procedure can be adjusted by setting the following parameters.

NameDescriptionDefault
practiceFeedback The duration (in ms) of practice feedback 1000ms
baselineTimeout The duration (in ms) of anagram presentations during baseline 60000ms = 1 min
testTimeout The duration (in ms) of anagram presentations during test 60000ms = 1 min
affiliationA The default group A that a participant can be affiliated with (here: University Bath)
affiliationB The default group B that a participant can be affiliated with (here: University Bristol)
affiliationC The default group A that a participant can be affiliated with (here: University Cardiff)
group/university logos can be changed in helper file 'selfotherperformancetaskStimuli.iqjs'