| Literature DB >> 27253877 |
Ziqing Yao1, Rongjun Yu1,2,3,4.
Abstract
Social news, unlike video games or TV programs, conveys real-life interactions. Theoretically, social news in which people help or harm each other and violate rules should influence both prosocial and violation behaviors. In two experiments, we demonstrated the spreading effects of social news in a social interaction context emphasizing social conventions and a nonsocial interaction context emphasizing moral norms. Across the two studies, the results showed that positive social news increased cooperation (decreased defection) but had no effect on cheating, whereas negative social news increased cheating but with no change in cooperation (or defection). We conclude that there is a spreading impact of positive social news in the conventional norm domain and of negative social news in the moral norm domain.Entities:
Mesh:
Year: 2016 PMID: 27253877 PMCID: PMC4890763 DOI: 10.1371/journal.pone.0156062
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1The experimental tasks.
(A). The prisoner’ dilemma game. In the prisoner’s dilemma game, +8 points to the defector and -5 points to the cooperator when one player defected (D) and the other cooperated (C); +4 points to each player when both players cooperated (C); -2 points to each player when both defected (D). At the beginning of each trial, an asterisk was presented first on the screen for 2s to engage focus and eye fixation. Then the payoff matrix was shown at the center of the screen for 4s, during which participants decided to defect or cooperate, and after that, there was 3s for matching stage. Then feedback was shown for 2s. The player’s choice was presented on the left and the partner’s choice was presented on the right. As participants would earn ¥ 0.2 per point, they were told to try to earn as many points as they could for themselves regardless of others. Participants were informed that they were playing with a same sex partner in another room. (B). The problem solving task. At the beginning of each trial, an asterisk was presented first on the screen for 2s to engage focus and eye fixation. On each trial, when problems were presented, the correct answer would appear on the screen unless they stopped it from being shown by pressing the space bar within 5s after the question appeared. Then participants had 40 seconds to answer each question. The task began with four examples so that participants could familiarize themselves with the task.
Fig 2The behavioral results.
(A). Choice probability of choosing defection (Experiment 1) in positive, neutral and negative social news conditions. (B). Choice probability of choosing cheating (Experiment 2) in positive, neutral and negative social news conditions. Note: Error bars represent standard errors of the mean.