| Literature DB >> 29579122 |
Eduardo Massad1,2,3,4, Paulo Cesar Costa Dos Santos1,5,6, Armando Freitas da Rocha1, Edward J N Stupple3.
Abstract
The asymmetry of autonomic arousal for potential losses and gains was assessed by the galvanic skin response (GSR) of participants playing classic and inverted versions of the Monty Hall problem (MHP). In both versions, the prize remained the same (a pen valued at £10 for the right answer), but in the modified version, prizes were received prior to choosing the door. Both experimental groups showed increased levels of GSR while completing the task, demonstrating increased autonomic arousal during the game. However, a robust difference in GSR was detected between classic and inverted versions of the MHP, thus demonstrating the differing autonomic arousal involved in deciding between the alternatives presented by the game. Participants experienced a stronger autonomic response when they could lose the prize than when they could win the prize. This experiment presents the first demonstration of this effect on the MHP. The stronger autonomic arousal for the inverted task may indicate a stronger emotional reaction and/or greater attentional focus than for the standard version of the task. These data demonstrate that potential losses increase arousal in more complex tasks than is typically shown.Entities:
Mesh:
Year: 2018 PMID: 29579122 PMCID: PMC5868764 DOI: 10.1371/journal.pone.0192542
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1The components of a GSR autonomic response (Adapted from [18]).
The VRM is shown by the inclination of the line from baseline to the maximum amplitude, which is the tangent of angleα.
Fig 2Normalized skin conductance register for the two groups.
We interrupted the experiment when the skin conductance signal dropped back to the basal level, which occurred, on average, after 30 seconds for the classic version. In the inverse version, however, it did not return to the basal level after 40 seconds.
Fig 3Mean values of the variables studied for the classic and inverted versions of the game.
Mean amplitude and velocity to maximum SC were multiplied by 20 and 200, respectively, for better visualization (* p = 0.029, d = 0.24, ** p<0.0001, d = 0.90. ***p<0.0001, d = 0.86).
Descriptive statistics of the studied variables (N = 60).
| Experimental Condition | ||||||||
|---|---|---|---|---|---|---|---|---|
| Classic Version (N = 30) | Inverted Version (N = 30) | |||||||
| Range | Mean | SD | Range | Mean | SD | |||
| Variables | Min | Max | Min | Max | ||||