| Literature DB >> 27761125 |
Youngbin Kwak1, Scott A Huettel2.
Abstract
Adolescence is a period of increased sensitivity to social contexts. To evaluate how social context sensitivity changes over development-and influences reward learning-we investigated how children and adolescents perceive and integrate rewards for oneself and others during a dynamic risky decision-making task. Children and adolescents (N = 75, 8-16 years) performed the Social Gambling Task (SGT, Kwak et al., 2014) and completed a set of questionnaires measuring other-regarding behavior. In the SGT, participants choose amongst four card decks that have different payout structures for oneself and for a charity. We examined patterns of choices, overall decision strategies, and how reward outcomes led to trial-by-trial adjustments in behavior, as estimated using a reinforcement-learning model. Performance of children and adolescents was compared to data from a previously collected sample of adults (N = 102) performing the identical task. We found that that children/adolescents were not only more sensitive to rewards directed to the charity than self but also showed greater prosocial tendencies on independent measures of other-regarding behavior. Children and adolescents also showed less use of a strategy that prioritizes rewards for self at the expense of rewards for others. These results support the conclusion that, compared to adults, children and adolescents show greater sensitivity to outcomes for others when making decisions and learning about potential rewards.Entities:
Keywords: adolescence; prosociality; reinforcement learning; reward; social decision making
Year: 2016 PMID: 27761125 PMCID: PMC5050220 DOI: 10.3389/fpsyg.2016.01539
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1Payout structure for each card deck of the Social Gambling Task (SGT). S = self, C = charity, + = gain deck, − = loss deck. For the gain decks, each card draw always gave $50 but in some trials it was also associated with losses ranging between $25 and $75 (i.e., loss of $25, $50, or $75). Each card draw only displayed the outcome combining the gain and loss, which ranged between −$25 to $50. Every 10 trials had 5 loss trials with a total loss of $250, thus resulting in a net gain of $250. For the loss decks, each card draw always gave $100 with some trials giving losses ranging between $150 and $350 (i.e., loss of $150, $200, $250, $300, or $350). The outcome displayed ranged between −$250 to $100. Every 10 trials had 5 loss trials with a total loss of $1250, thus resulting in a net loss of $250. (A) An example screen display of a trial in SGT (B). Figure adapted from Kwak et al. (2014).
Figure 2Learning index across the 10 blocks (10 card draws each) for self and charity domain in children/adolescents and adults. The results from adults were previously reported in Kwak et al. (2014). Learning index was independently calculated in the self and charity domain as the difference in the number of gain decks and loss decks chosen.
Figure 3The proportion of choices where the same deck was chosen from previous trial (i.e., proportion of stay choices) across four different outcome scenarios of self and charity in children/adolescents and adults. WW refers to the case in which there were positive outcomes for both self and charity, WL refers to a positive outcome for self and a negative outcome for charity, LW refers to a negative outcome for self and a positive outcome for charity and LL refers to negative outcomes for both self and charity. Error bars indicate standard error.
Number and proportion of participants in each subgroup.
| Children/Adolescents (%) | 19 (25.3) | 5 (6.7) | 11 (14.7) | 40 (53.3) |
| Adults (%) | 40 (39.2) | 12 (11.8) | 8 (7.8) | 42 (41.2) |
Model parameters in the two age groups.
| Adults (M ± SD) | 0.63 ± 0.17 | 0.51 ± 0.34 | 0.29 ± 0.36 | 0.28 ± 0.37 |
| Children/Adolescents (M ± SD) | 0.53 ± 0.16 | 0.38 ± 0.34 | 0.39 ± 0.39 | 0.25 ± 0.34 |
For both adults and the children/adolescents, data from No Knowldege group was excluded from the reinforcement learning model analyses.
Figure 4Happiness rating for winning money for self vs. charity in children/adolescents and adults. Higher ratings indicate greater happiness reported associated with winning money. Error bars indicate standard error.