| Literature DB >> 31849772 |
Vibeke H Dam1,2, Christa K Thystrup1, Peter S Jensen1, Amy R Bland3, Erik L Mortensen4, Rebecca Elliott3, Barbara J Sahakian5,6, Gitte M Knudsen1,2, Vibe G Frokjaer1, Dea S Stenbæk1.
Abstract
Disruptions in hot cognition, i.e., the processing of emotionally salient information, are prevalent in most neuropsychiatric disorders and constitute a potential treatment target. EMOTICOM is the first comprehensive neuropsychological test battery developed specifically to assess hot cognition. The aim of the study was to validate and establish a Danish language version and reference data for the EMOTICOM test battery. To evaluate the psychometric properties of 11 EMOTICOM tasks, we collected data from 100 healthy Danish participants (50 males, 50 females) including retest data from 49 participants. We assessed test-retest reliability, floor and ceiling effects, task-intercorrelations, and correlations between task performance and relevant demographic and descriptive factors. We found that test-retest reliability varied from poor to excellent while some tasks exhibited floor or ceiling effects. Intercorrelations among EMOTICOM task outcomes were low, indicating that the tasks capture different cognitive constructs. EMOTICOM task performance was largely independent of age, sex, education, and IQ as well as current mood, personality, and self-reported motivation and diligence during task completion. Overall, many of the EMOTICOM tasks were found to be useful and objective measures of hot cognition although select tasks may benefit from modifications to avoid floor and ceiling effects in healthy individuals.Entities:
Keywords: EMOTICOM; affective cognition; hot cognition; neuropsychological test battery; psychometrics; social cognition
Year: 2019 PMID: 31849772 PMCID: PMC6901831 DOI: 10.3389/fpsyg.2019.02660
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
EMOTICOM task overview.
| Emotional Recognition Task | |
| Assessment of emotion recognition. A series of emotional faces appear briefly (for 250 ms) and the participant is asked to identify the expressed emotion (happy, sad, angry, or fearful). The task has two versions: one using full faces and one showing only eyes. | |
| Correct identification of each emotion calculated as hit rate (%). | |
| Emotional Intensity Morphing Task | |
| Assessment of perceptual threshold for emotion detection. A face with a slowly morphing emotional expression is shown. The participant must indicate when they can detect the presence of an emotion (increase condition) or no longer perceive an emotion (decrease condition). The emotional expressions include happy, sad, angry, fearful, and disgusted. | |
| Intensity threshold for detection of each emotion in both the increase and decrease condition. | |
| Face Affective Go/No-Go Task | |
| Assessment of information processing bias in identification of emotional faces. A series of emotional faces (happy, sad, angry, or fearful) is shown and the participant is asked to respond only to a specific emotion while ignoring other emotions. | |
| Discrimination accuracy of emotional faces indexed as | |
| Reinforcement Learning Task | |
| Assessment of learning based on reward and punishment. A series of paired colored circles is shown and the participants is asked to choose one circle. Each color has either a high or low chance of eliciting a monetary reward (win condition) or a high or low risk of eliciting monetary loss (loss condition). | |
| Learning rate (alpha) calculated with a reinforcement learning rate algorithm for both the no-loss and no-win condition. | |
| Monetary Incentive Reward Task | |
| Assessment of effort to avoid punishment and gain reward. The participant is asked to respond as quickly as possible when a black box appears between two circles each containing two lines. The distance between the lines indicate the size of the loss or gain for each trial. A faster response elicits greater reward/smaller loss. | |
| Average change in reaction time relative to baseline reaction time for both the win and loss condition. | |
| Progressive Ratio Task | |
| Assessment of motivational breakpoint. Four boxes of varying sizes are shown and the participant is asked to select the odd one out. The frequency and size of monetary reward for successfully completing each trial is gradually decreased. The participant is told they can quit at any time but must still wait passively for the remainder of the task’s run time. | |
| Motivational break-point, i.e., the number of trials the participant completes before quitting the task. | |
| Adapted Cambridge Gambling Task | |
| Assessment of decision making and risk-taking behavior. The participant is shown a roulette wheel divided into two colors; the proportion of each color changes in every trial, representing different odds. The participant is asked to choose the color they wish to bet on as well as the size of their bet. The task consists of a win and a loss condition. | |
| Risk adjustment score indexing optimizing behavior in both the win and loss condition. | |
| Moral Emotions Task | |
| Assessment of emotional reactions to moral social situations. The participant is presented with cartoons of moral scenarios in which one character intentionally or unintentionally harms another. The participant must rate how guilty, shameful, annoyed, and bad they would feel if they were either the victim or the agent (i.e., the victimizer). | |
| Average ratings of guilt and shame for victim and agent scenarios. | |
| Social Information Preference Task | |
| Assessment of preference for different types of information. The participant is shown a socially ambiguous situation in which nine pieces of information (faces, thoughts, and facts/objects) are hidden from view. The participant is instructed to pick four pieces of information to help them decide between three different interpretations of the situations; a positive, neutral, and negative. | |
| The proportion (%) of thoughts, faces, and facts chosen. | |
| Prisoners’ Dilemma | |
| Assessment of cooperative strategy. The participant and a computerized opponent perform a small task to collect money which is pooled. The participant is given the choice to split the money equally with the opponent or steal all the money. If both parties choose to split the money, both get half. If one steals and the other splits, the one who stole wins all the money. If both choose to steal, neither party wins any money. The participant faces three computerized opponents with different strategies: cooperative (opponent always splits), tit-for-two-tats (opponent splits until the participant steals for two consecutive trials), and aggressive (opponent starts with steal and then mirrors the participant’s behavior). | |
| Proportion of trials (%) in which the participant chooses to steal for each type of opponent. | |
| Ultimatum Game | |
| Assessment of sensitivity to fairness. The participant and a computerized opponent perform a small task to collect money which is then pooled. In some trials, the participant decides how the money is split, ranging from fair (50/50) to increasingly unfair (10/90), and in some trials the opponent decides the split, ranging from fair (50/50) to increasingly unfair (10/90). The participants may choose to either accept or decline the offers from the opponent. | |
| Proportion of accepted offers. | |
Descriptive data.
| Age (years) | 28.87 | 7.33 | 18 to 48 |
| Sex (male/female) | 50/50 | ||
| Education (1–5) | 4.54 | 0.58 | 1 to 5 |
| IQ | 110.36 | 6.98 | 93 to 129 |
| Neuroticisma | 76.04 | 27.89 | 24 to 144 |
| TMD (−32 to 200) | 1.56 | 15.99 | −20 to 55 |
Primary outcomes.
| Accuracy (%) – Happy | 85.45 | 13.63 | 90.00 | 15.00 | 20 to 100 | –2.42∗∗∗ | 0% | 19% |
| Accuracy (%) – Sad | 84.40 | 12.07 | 85.00 | 15.00 | 40 to 100 | –1.31∗∗∗ | 0% | 12% |
| Accuracy (%) – Angry | 60.60 | 13.26 | 65.00 | 15.00 | 15 to 80 | –1.27∗∗∗ | 0% | 0% |
| Accuracy (%) – Fearful | 82.00 | 11.87 | 85.00 | 15.00 | 45 to 100 | –1.19∗∗∗ | 0% | 6% |
| Accuracy (%) – Happy | 78.15 | 16.46 | 80.00 | 20.00 | 20 to 100 | –1.37∗∗∗ | 0% | 6% |
| Accuracy (%) – Sad | 71.20 | 19.06 | 75.00 | 25.00 | 10 to 100 | –0.46∗∗∗ | 0% | 5% |
| Accuracy (%) – Angry | 66.20 | 11.81 | 65.00 | 20.00 | 40 to 90 | –0.06∗∗ | 0% | 0% |
| Accuracy (%) – Fearful | 75.35 | 15.01 | 77.50 | 16.25 | 5 to 100 | –0.41∗∗∗ | 0% | 2% |
| Detection threshold – Happy | 7.61 | 2.10 | 7.50 | 3.00 | 2.75 to 13.33 | 0.21 | 0% | 0% |
| Detection threshold – Sad | 9.46 | 2.13 | 9.50 | 3.00 | 3.50 to 13.50 | –0.45 | 0% | 0% |
| Detection threshold – Angry | 8.79 | 2.18 | 8.71 | 2.31 | 3.50 to 14.00 | 0.11 | 0% | 0% |
| Detection threshold – Fearful | 9.58 | 2.33 | 9.50 | 3.25 | 4.00 to 15.00 | –0.12 | 2% | 0% |
| Detection threshold – Disgusted | 9.06 | 2.06 | 9.50 | 2.75 | 3.50 to 13.50 | –0.44 | 0% | 0% |
| Detection threshold – Happy | 5.33 | 2.30 | 5.00 | 2.94 | 1.00 to 11.5 | 0.51∗ | 0% | 6% |
| Detection threshold – Sad | 5.47 | 1.73 | 5.50 | 2.19 | 1.75 to 10.25 | 0.29 | 0% | 3% |
| Detection threshold – Angry | 4.53 | 1.75 | 4.38 | 2.44 | 1.50 to 9.75 | 0.65∗∗ | 0% | 7% |
| Detection threshold – Fearful | 5.17 | 1.59 | 5.00 | 2.00 | 1.00 to 10.25 | 0.37 | 0% | 3% |
| Detection threshold – Disgusted | 4.04 | 1.75 | 3.75 | 2.31 | 1.00 to 10.50 | 0.85∗∗ | 0% | 11% |
| 2.85 | 0.67 | 2.93 | 0.73 | −0.80 to 3.29 | –2.70∗∗∗ | 0% | 47% | |
| 2.77 | 0.63 | 2.93 | 0.80 | 0 to 3.29 | –1.60∗∗∗ | 0% | 38% | |
| 2.50 | 0.81 | 2.93 | 0.76 | 0 to 3.29 | –1.32∗∗∗ | 0% | 19% | |
| 2.15 | 0.86 | 2.17 | 1.28 | 0 to 3.29 | –0.63∗∗∗ | 0% | 11% | |
| 2.69 | 0.62 | 2.93 | 0.80 | 0.78 to 3.29 | –1.23∗∗∗ | 0% | 29% | |
| 2.05 | 1.01 | 2.17 | 1.28 | −2.49 to 3.29 | –1.61∗∗∗ | 0% | 6% | |
| Alpha – Win condition | 0.23 | 0.33 | 0.02 | 0.40 | 0.00 to 1.00 | 1.33∗∗∗ | 32% | 0% |
| Alpha – Loss condition | 0.43 | 0.38 | 0.29 | 0.73 | 0.00 to 1.00 | 0.41∗∗∗ | 32% | 0% |
| Reaction time (ms) – Win condition | 17.41 | 18.94 | 16.13 | 26.15 | −30.3 to 72.87 | 0.05 | – | – |
| Reaction time (ms) – Loss condition | 18.73 | 18.45 | 16.67 | 25.88 | −27.52 to 84.65 | 1.38 | – | – |
| Breakpoint (trials) | 316.77 | 148.33 | 424.50 | 251.00 | 1 to 436 | –0.83∗∗∗ | 2% | 48% |
| Risk adjustment – Win condition | 1.72 | 1.09 | 1.93 | 1.40 | −0.56 to 3.56 | –0.60∗∗ | 0% | 0% |
| Risk adjustment – Loss condition | 2.21 | 0.92 | 2.43 | 1.26 | −0.71 to 3.64 | –0.84∗∗∗ | 0% | 0% |
| Guilt – Agent | 5.86 | 0.78 | 6.04 | 0.66 | 4.58 to 7.00 | –2.08∗∗∗ | 0% | 1% |
| Guilt – Victim | 1.59 | 0.53 | 1.42 | 0.61 | 1.00 to 3.39 | 1.48∗∗∗ | 10% | 0% |
| Shame – Agent | 5.74 | 0.80 | 5.87 | 1.00 | 2.42 to 7.00 | –1.35∗∗∗ | 0% | 1% |
| Shame – Victim | 1.97 | 0.70 | 1.91 | 1.00 | 1.00 to 4.42 | 0.78∗∗ | 8% | 0% |
| Information (%) – Thoughts | 55.17 | 13.01 | 56.25 | 12.50 | 0.00 to 75.00 | –1.64∗∗∗ | 1% | 2% |
| Information (%) – Faces | 11.52 | 11.38 | 7.81 | 10.16 | 0.00 to 57.81 | 1.83∗∗∗ | 5% | 0% |
| Information (%) – Facts | 33.31 | 9.34 | 32.81 | 10.94 | 7.81 to 57.81 | –0.09 | 0% | 0% |
| Proportion steals (%) – Cooperative | 20.56 | 29.00 | 0.00 | 33.33 | 0 to 100 | 1.35∗∗∗ | 55% | 5% |
| Proportion steals (%) – Tit-for-two-tat | 25.56 | 32.84 | 0.00 | 52.78 | 0 to 100 | 0.89∗∗∗ | 54% | 4% |
| Proportion steals (%) – Aggressive | 35.00 | 32.03 | 33.33 | 66.67 | 0 to 100 | 0.3∗∗∗ | 33% | 3% |
| Average acceptance rate (%) | 61.07 | 26.64 | 59.52 | 42.26 | 14.29 to 100 | 0.01∗∗∗ | 0% | 14% |
Test–retest reliability.
| Accuracy (%) – Happy | 85.92 | 13.76 | 90.20 | 13.38 | 4.98 | 0.83 | 0.66 to 0.91 |
| Accuracy (%) – Sad | 84.80 | 13.03 | 86.12 | 9.42 | 1.56 | 0.67 | 0.42 to 0.82 |
| Accuracy (%) – Angry | 63.27 | 12.73 | 70.00 | 12.42 | 10.64 | 0.60 | 0.25 to 0.78 |
| Accuracy (%) – Fearful | 83.47 | 10.62 | 83.27 | 9.77 | –0.24 | 0.50 | 0.10 to 0.72 |
| Accuracy (%) – Happy | 80.41 | 14.21 | 80.51 | 14.44 | 0.12 | 0.50 | 0.10 to 0.72 |
| Accuracy (%) – Sad | 73.78 | 15.33 | 74.69 | 17.27 | 1.23 | 0.74 | 0.54 to 0.85 |
| Accuracy (%) – Angry | 69.49 | 10.96 | 74.29 | 11.90 | 6.91 | 0.65 | 0.36 to 0.80 |
| Accuracy (%) – Fearful | 77.86 | 12.20 | 79.08 | 11.02 | 1.57 | 0.64 | 0.36 to 0.80 |
| Detection threshold – Happy | 7.78 | 2.08 | 7.55 | 1.99 | –2.96 | 0.67 | 0.48 to 0.80 |
| Detection threshold – Sad | 9.46 | 2.02 | 9.19 | 1.88 | –2.85 | 0.57 | 0.35 to 0.73 |
| Detection threshold – Angry | 8.57 | 1.96 | 8.11 | 1.79 | –5.37 | 0.66 | 0.41 to 0.81 |
| Detection threshold – Fearful | 9.33 | 1.98 | 9.04 | 2.2 | –3.11 | 0.74 | 0.54 to 0.85 |
| Detection threshold – Disgusted | 9.05 | 2.04 | 8.21 | 1.78 | –9.28 | 0.71 | 0.45 to 0.85 |
| Detection threshold – Happy | 5.52 | 2.24 | 5.12 | 1.78 | –7.25 | 0.75 | 0.56 to 0.86 |
| Detection threshold – Sad | 5.36 | 1.4 | 5.18 | 1.53 | –3.36 | 0.50 | 0.11 to 0.72 |
| Detection threshold – Angry | 4.42 | 1.51 | 4.76 | 1.82 | 7.69 | 0.29 | −0.25 to 0.60 |
| Detection threshold – Fearful | 5.03 | 1.25 | 4.65 | 1.42 | –7.55 | 0.34 | −0.14 to 0.63 |
| Detection threshold – Disgusted | 3.88 | 1.48 | 4.18 | 1.46 | 7.73 | 0.53 | 0.17 to 0.73 |
| 2.94 | 0.45 | 3.03 | 0.34 | 3.06 | 0.62 | 0.34 to 0.79 | |
| 2.79 | 0.69 | 2.88 | 0.44 | 3.23 | 0.12 | −0.47 to 0.54 | |
| 2.48 | 0.75 | 2.80 | 0.66 | 12.90 | 0.45 | 0.06 to 0.68 | |
| 2.00 | 0.86 | 2.34 | 0.83 | 17.00 | 0.42 | 0 to 0.66 | |
| 2.79 | 0.55 | 2.73 | 0.57 | –2.15 | 0.15 | −0.52 to 0.52 | |
| 2.15 | 0.84 | 2.43 | 0.81 | 13.02 | 0.44 | 0.03 to 0.68 | |
| Alpha – Win condition | 0.23 | 0.33 | 0.21 | 0.37 | –11.83 | –0.04 | −0.63 to 0.37 |
| Alpha – Loss condition | 0.46 | 0.36 | 0.43 | 0.41 | –6.61 | –0.18 | −1.11 to 0.34 |
| Reaction time (ms) – Win condition | 18.48 | 19.68 | 16.94 | 20.51 | –8.34 | –0.26 | −1.07 to 0.25 |
| Reaction time (ms) – Loss condition | 19.05 | 20.86 | 18.98 | 21.33 | –0.38 | –1.47 | −3.52 to −0.37 |
| Breakpoint (trials) | 309.76 | 153.64 | 350.69 | 130.61 | 13.21 | 0.56 | 0.24 to 0.75 |
| Risk adjustment – Win condition | 1.78 | 1.17 | 2.36 | 0.82 | 32.58 | 0.20 | −0.29 to 0.52 |
| Risk adjustment – Loss condition | 2.24 | 0.92 | 2.54 | 0.77 | 13.39 | 0.18 | −0.40 to 0.53 |
| Guilt – Agent | 5.88 | 0.79 | 5.85 | 0.69 | –0.54 | 0.85 | 0.73 to 0.91 |
| Guilt – Victim | 1.63 | 0.54 | 1.69 | 0.51 | 3.49 | 0.83 | 0.70 to 0.90 |
| Shame – Agent | 5.80 | 0.82 | 5.68 | 0.73 | –2.03 | 0.85 | 0.73 to 0.91 |
| Shame – Victim | 2.05 | 0.67 | 2.16 | 0.67 | 5.22 | 0.81 | 0.66 to 0.89 |
| Information (%) – Thoughts | 51.5 | 15.43 | 53.99 | 14.73 | 4.83 | 0.71 | 0.48 to 0.83 |
| Information (%) – Faces | 13.52 | 13.19 | 14.00 | 13.55 | 3.55 | 0.74 | 0.54 to 0.85 |
| Information (%) – Facts | 34.98 | 9.90 | 32.02 | 6.90 | –8.46 | 0.62 | 0.34 to 0.79 |
| Proportion steals (%) – Cooperative | 14.74 | 22.84 | 17.69 | 26.64 | 20.00 | 0.67 | 0.40 to 0.81 |
| Proportion steals (%) – Tit-for-two-tat | 18.82 | 28.62 | 16.55 | 23.69 | –12.05 | 0.65 | 0.38 to 0.80 |
| Proportion steals (%) – Aggressive | 29.48 | 32.04 | 28.34 | 29.66 | –3.85 | 0.67 | 0.42 to 0.82 |
| Average acceptance rate (%) | 59.14 | 25.05 | 71.96 | 27.68 | 21.69 | 0.77 | 0.46 to 0.89 |
FIGURE 1Spearman’s Rank Correlations for EMOTICOM outcomes within the three proposed cognitive domains. (I) Emotion Processing: fERT, face Emotion Recognition Task; fERT1, hit rate for happy; fERT2, hit rate for sad; fERT3, hit rate for angry; fERT4, hit rate for fearful. eERT, eyes Emotion Recognition Task; eERT1, hit rate for happy; eERT2, hit rate for sad; eERT3, hit rate for angry; eERT4, hit rate for fearful. iIM, increase Emotional Intensity Morphing Task; iIM1, detection threshold for happy; iIM2, detection threshold for sad; iIM3, detection threshold for angry; iIM4, detection threshold for fearful; iIM5, detection threshold for disgusted. dIM, decrease Intensity Morphing Task; dIM1, detection threshold for happy; dIM2, detection threshold for sad; dIM3, detection threshold for angry; dIM4, detection threshold for fearful; dIM5, detection threshold for disgusted. fAGN, Face Affective Go/NoGo Task; fAGN1, d-prime for ‘happy/neutral’; fAGN2, d-prime for ‘happy/sad’; fAGN3, d-prime for ‘neutral/happy’; fAGN4, d-prime for ‘neutral/sad’; fAGN5, d-prime for ‘sad/happy’; fAGN6, d-prime for ‘sad/neutral.’ (II) Motivation and Reward: RL, Reinforcement Learning Task; RL1, learning rate alpha for win condition; RL2, learning rate alpha for loss condition. MIR, Monetary Incentive Reward Task; MIR1, reaction time for win condition; MIR2, reaction time for loss condition. PR, Progressive Ratio Task. aCGT, adapted Cambridge Gambling Task; aCGT1, risk adjustment for win condition; aCGT2, risk adjustment for loss condition. (III) Social Cognition Domain: ME, Moral Emotions Task; ME1, guilt for agent; ME2, guilt for victim; ME3, shame for agent; ME4, shame for victim. SIP, Social Information Preference Task; SIP1, proportion thoughts; SIP2, proportion faces; SIP3, proportion facts. UG, Ultimatum Game.
Correlations.
| Accuracy (%) – Happy | –0.04 | 0.01 | –0.10 | 0.04 | 0.00 | 0.17 | – | – |
| Accuracy (%) – Sad | –0.19 | –0.15 | 0.05 | 0.15 | 0.19 | 0.28∗∗ | – | – |
| Accuracy (%) – Angry | –0.32∗∗∗ | –0.02 | –0.05 | 0.16 | 0.14 | –0.05 | – | – |
| Accuracy (%) – Fearful | –0.38∗∗∗ | 0.09 | –0.01 | 0.16 | 0.14 | 0.19 | – | – |
| Accuracy (%) – Happy | –0.01 | 0.06 | –0.21 | 0.09 | 0.04 | 0.14 | – | – |
| Accuracy (%) – Sad | –0.17 | 0.18 | –0.02 | –0.01 | 0.23 | 0.21 | – | – |
| Accuracy (%) – Angry | –0.03 | 0.07 | –0.04 | –0.004 | 0.14 | 0.07 | – | – |
| Accuracy (%) – Fearful | –0.24 | 0.02 | –0.04 | –0.003 | 0.14 | 0.04 | – | – |
| Detection threshold – Happy | –0.03 | –0.01 | 0.07 | 0.06 | 0.06 | 0.05 | – | – |
| Detection threshold – Sad | 0.04 | –0.09 | 0.08 | 0.12 | –0.05 | –0.05 | – | – |
| Detection threshold – Angry | –0.02 | –0.12 | 0.12 | 0.07 | 0.03 | 0.09 | – | – |
| Detection threshold – Fearful | 0.15 | –0.12 | 0.15 | 0.06 | –0.13 | 0.04 | – | – |
| Detection threshold – Disgusted | 0.12 | –0.19 | 0.14 | 0.09 | –0.05 | –0.04 | – | – |
| Detection threshold – Happy | –0.08 | 0.00 | 0.02 | –0.10 | –0.02 | –0.06 | – | – |
| Detection threshold – Sad | –0.03 | 0.03 | –0.15 | –0.21 | –0.05 | –0.13 | – | – |
| Detection threshold – Angry | –0.03 | –0.18 | –0.12 | 0.02 | –0.01 | 0.00 | – | – |
| Detection threshold – Fearful | 0.08 | 0.05 | –0.27∗∗ | –0.19 | –0.03 | 0.00 | – | – |
| Detection threshold – Disgusted | –0.02 | –0.09 | –0.06 | 0.01 | –0.07 | –0.11 | – | – |
| d-prime – Happy/Neutral | 0.02 | 0.10 | 0.04 | 0.05 | –0.05 | –0.07 | – | – |
| d-prime – Happy/Sad | 0.05 | 0.08 | –0.08 | 0.04 | –0.01 | 0.03 | – | – |
| d-prime – Neutral/Happy | 0.04 | 0.001 | 0.05 | –0.07 | 0.05 | 0.05 | – | – |
| d-prime – Neutral/Sad | 0.02 | –0.09 | 0.14 | 0.11 | 0.06 | 0.22 | – | – |
| d-prime – Sad/Happy | 0.00 | –0.10 | 0.09 | 0.05 | –0.04 | 0.01 | – | – |
| d-prime – Sad/Neutral | –0.08 | 0.21 | –0.19 | –0.03 | –0.02 | 0.14 | – | – |
| Alpha – Win condition | –0.30 | 0.13 | –0.04 | –0.23 | 0.29 | 0.06 | 0.05 | 0.01 |
| Alpha – Loss condition | 0.23 | –0.16 | 0.14 | 0.05 | –0.31 | 0.03 | –0.13 | –0.20 |
| Reaction time (ms) – Win | –0.08 | –0.01 | 0.14 | –0.11 | 0.15 | –0.18 | –0.08 | 0.09 |
| Reaction time (ms) – Loss | 0.02 | 0.06 | –0.07 | –0.10 | –0.02 | –0.14 | –0.06 | 0.09 |
| Breakpoint (trials) | –0.23 | 0.12 | 0.05 | –0.09 | –0.07 | –0.07 | 0.39∗∗∗ | 0.29∗∗ |
| Risk adjustment – Win condition | 0.12 | –0.28∗∗ | 0.11 | 0.19 | 0.05 | 0.05 | –0.16 | –0.05 |
| Risk adjustment – Loss condition | –0.21 | 0.03 | 0.17 | 0.14 | –0.01 | –0.01 | 0.02 | 0.06 |
| Guilt – Agent | 0.14 | 0.17 | –0.05 | –0.11 | 0.01 | 0.01 | – | – |
| Guilt – Victim | 0.08 | 0.17 | –0.07 | –0.03 | 0.15 | 0.15 | – | – |
| Shame – Agent | 0.02 | 0.28∗∗ | –0.02 | –0.17 | 0.1 | 0.10 | – | – |
| Shame – Victim | –0.03 | 0.16 | –0.03 | –0.17 | 0.23 | 0.23 | – | – |
| Information (%) – Thoughts | –0.02 | 0.03 | 0.02 | –0.05 | –0.1 | –0.10 | – | – |
| Information (%) – Faces | 0.13 | 0.03 | –0.10 | 0.03 | 0.06 | 0.06 | – | – |
| Information (%) – Facts | –0.08 | –0.09 | 0.10 | 0.10 | 0.07 | 0.07 | – | – |
| Proportion steals (%) – Cooperative | –0.13 | –0.14 | –0.02 | –0.07 | –0.12 | –0.12 | 0.01 | 0.06 |
| Proportion steals (%) – Tit-for-two-tat | –0.08 | –0.23 | –0.01 | –0.11 | –0.01 | –0.01 | 0.04 | 0.10 |
| Proportion steals (%) – Aggressive | –0.06 | –0.26∗∗ | 0.03 | 0.005 | –0.03 | –0.03 | 0.11 | 0.14 |
| Average acceptance rate (%) | –0.16 | 0.07 | 0.16 | –0.08 | 0.06 | 0.17 | –0.02 | –0.22 |