| Literature DB >> 21811477 |
Ulf Toelch1, Matthew J Bruce, Marius T H Meeus, Simon M Reader.
Abstract
Behavioral flexibility allows individuals to react to environmental changes, but changing established behavior carries costs, with unknown benefits. Individuals may thus modify their behavioral flexibility according to the prevailing circumstances. Social information provided by the performance level of others provides one possible cue to assess the potential benefits of changing behavior, since out-performance in similar circumstances indicates that novel behaviors (innovations) are potentially useful. We demonstrate that social performance cues, in the form of previous players' scores in a problem-solving computer game, influence behavioral flexibility. Participants viewed only performance indicators, not the innovative behavior of others. While performance cues (high, low, or no scores) had little effect on innovation discovery rates, participants that viewed high scores increased their utilization of innovations, allowing them to exploit the virtual environment more effectively than players viewing low or no scores. Perceived conspecific performance can thus shape human decisions to adopt novel traits, even when the traits employed cannot be copied. This simple mechanism, social performance feedback, could be a driver of both the facultative adoption of innovations and cumulative cultural evolution, processes critical to human success.Entities:
Keywords: aspiration level; cultural transmission; cumulative cultural evolution; exploration–exploitation; innovation; performance feedback; social information; social learning
Year: 2011 PMID: 21811477 PMCID: PMC3139953 DOI: 10.3389/fpsyg.2011.00160
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Comparison between participants exposed to high-performance cues, low-performance cues, or no cues.
| Dependent variable | High-cued players ± 95% CI (Cohen's | Without-cues ± 95% CI (Cohen's |
|---|---|---|
| Points gained | 0.08 ± 1.1 (d = 0.04) | |
| Estimated score | ||
| Activity (keystrokes) | − | |
| Discoveries of second innovation | 0.88 ± 1.58 (d = 0.28) | 0.93 ± 1.58 (d = 0.3) |
| Exploitations of second and third innovations | −0.06 ± 1.16 (d = 0.03) | |
| Uses of lowest-cost tool | − | −0.12 ± 0.22 (d = 0.27) |
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Figure 1High-performance cues (A) increase activity (measured as the number of tool-activating keystrokes during the game) and (B) exploitation of second and third innovations (measured as the total number of sub-innovations performed). (C) Low-performance cues lead to an increased usage of low cost tools. Boxplots indicate median line, 25 and 75th percentile, with whiskers denoting the 1.5 interquartile range and points indicating outliers.