| Literature DB >> 23844201 |
Judith Maria Burkart1, Katja Rueth.
Abstract
Various nonhuman primate species have been tested with prosocial games (i.e. derivates from dictator games) in order to better understand the evolutionary origin of proactive prosociality in humans. Results of these efforts are mixed, and it is difficult to disentangle true species differences from methodological artifacts. We tested 2- to 5-year-old children with a costly and a cost-free version of a prosocial game that differ with regard to the payoff distribution and are widely used with nonhuman primates. Simultaneously, we assessed the subjects' level of Theory of Mind understanding. Prosocial behavior was demonstrated with the prosocial game, and did not increase with more advanced Theory of Mind understanding. However, prosocial behavior could only be detected with the costly version of the game, whereas the children failed the cost-free version that is most commonly used with nonhuman primates. A detailed comparison of the children's behavior in the two versions of the game indicates that the failure was due to higher attentional demands of the cost-free version, rather than to a lack of prosociality per se. Our results thus show (i) that subtle differences in prosociality tasks can substantially bias the outcome and thus prevent meaningful species comparisons, and (ii) that like in nonhuman primates, prosocial behavior in human children does not require advanced Theory of Mind understanding in the present context. However, both developmental and comparative psychology accumulate increasing evidence for the multidimensionality of prosocial behaviors, suggesting that different forms of prosociality are also regulated differentially. For future efforts to understand the evolutionary origin of prosociality it is thus crucial to take this heterogeneity into account.Entities:
Mesh:
Year: 2013 PMID: 23844201 PMCID: PMC3700944 DOI: 10.1371/journal.pone.0068440
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Prosocial games played with nonhuman primates.
| Species | Payoff-distribution | Costly? | Prosocial effect? |
| Chimpanzee | 1,0/1,1 | no | no1 |
| Chimpanzee | 1,(1)/1,1 | no | no2 |
| Chimpanzee | 0,(1)/0,1 | no | no2 |
| Chimpanzee | 1,0+0,1 | yes | no3 |
| Common marmoset | 0,0/0,1 | yes | yes4 |
| Capuchin monkey | 1, | no | yes5,
|
| Capuchin monkey |
| no | yes5,
|
| Capuchin monkey |
| no | yes/no6,
|
| Capuchin monkey | 1, | no | yes/no6,
|
| Cottontop tamarin | 1,0/1,1 | no | no7 |
| Cottontop tamarin | 0,1/0,0 | yes | no7 |
| Cottontop tamarin | 1,(3)/1,3 | no | no8 |
| Cottontop tamarin | 0,(3)/0,3 | yes | no8 |
| Long-tailed macaque | 1,(1)/1,1 | no | yes/no9,
|
Studies differ with regard to payoff distribution, and whether help is costly. Included are studies only in which subjects have to choose between physically presented payoff distributions by pulling an apparatus within reach.
Ref.: 1Silk et al. 2005, 2Jensen et al. 2006, 3Vonk et al. 2008, 4Burkart et al. 2007, 5Lakshminarayanan and Santos 2008, 6Takimoto et al. 2010, 7Cronin et al. 2009, 8Stevens 2010, 9Massen et al. 2010.
reward written in „()“ goes to an empty compartment and is therefore out of reach for both subjects.
donor is allowed to choose both distributions during one trial.
1 = favored reward; 1 = less favored reward; 1 = non-favored reward.
tested one-tailed t-test; but not statistically significant if tested two-tailed like other studies did.
yes for subdominant recipient, no for dominant recipient; no for subdominant if invisible, neg. for dominant if invisible.
yes for kin partner; no for non-kin partner; under both conditions prosocial tendency declined with increasing rank number.
Figure 1Experimental setting.
Two playpens serve as compartment for the donor (D) and the recipient child (R). The handles (H) of the apparatus can be manipulated from the donor compartment only, and allow to pull the boards (U: upper board; L: lower board) with the dishes within reach. Between trials, the curtains are drawn.
Figure 2Prosocial effect.
Donors’ (n = 31) pulling of the prosocial distribution ([0,1], or [1,1], respectively) in the presence (test condition, dark bar) or absence (control condition, light bar) of a recipient, for both versions of the dictator game. A prosocial effect was present only in the costly version of the game. ***: p<0.001.
Figure 3Attention of donors to the partner’s plate before pulling.
Percentage of trials when donors looked at the partner’s plate in test sessions of the costly version (reward on partner’s side), the cost-free version (reward on both sides) and during motivation trials (one reward on donor’s side). The presence of a reward for the partner in addition to a reward to the subject herself does not increase attention to the partner’s plate.
Figure 4Pulling latencies.
Latency to pull the prosocial tray during test trials in the costly version, the cost-free version, and to pull the board baited for oneself during motivation trials. The presence of a reward for the partner in addition to a reward to the subject herself does not increase the latency to pull.
Figure 5Reactions of the donor children to recipients taking the provisioned reward.
The children could either not attend to the recipient at all, attend with a neutral emotional expression, or attend with a positive emotional expression.
Figure 6Effect of signs and signals of need on prosocial pulling.
Percentage of trials in which prosocial pulling occurred following different kinds of signaling (dark bars) or without signaling (light bars). Figures inside the bars represent numbers of trials. For instance, prosocial pulling occurred in 85% of 121 trials in which no signaling of any kind occurred (total). Looking = recipient looks at reward; reaching = recipient tries to access reward with arm, request = recipient verbally asks for reward.
Rasch analyses.
| Items | Children who passed (%) | Item difficulty | Standardized infit | Standardized outfit |
| Content false belief | 0.04 | 3.95 | 1.26 | 3.43 |
| Knowledge access | 0.42 | 0.02 | 1.02 | 1.18 |
| Diverse belief | 0.63 | −1.27 | 0.71 | 0.56 |
| Diverse desire | 0.83 | −2.71 | 1.00 | 0.78 |
The higher the “item difficulty” - score, the higher the difficulty level of the item. Fit statistics (standardized infit and outfit values) have an expected value of 0. Values >2.0 indicate a misfit [77].