| Literature DB >> 35819966 |
Zoe Schielen1, Julia Verhaegh1, Chris Dijkerman1, Marnix Naber1.
Abstract
Shaping one owns actions by observing others' actions is driven by the deep-rooted mechanism of perception-action coupling. It typically occurs automatically, expressed as for example the unintentional synchronization of reaction times in interactive games. Theories on perception-action coupling highlight its benefits such as the joint coordination of actions to cooperatively perform tasks properly, the learning of novel actions from others, and the bonding with likable others. However, such functional aspects and how they shape perception-action coupling have never been compared quantitatively. Here we tested a total of hundred-fifteen participants that played a stimulus-response task while, in parallel, they observed videos of agents that played the exact same task several milliseconds in advance. We compared to what degree the reaction times of actions of agents, who varied their behavior in terms of functionality and likability in preceding prisoner dilemma games and quizzes, shape the reaction times of human test participants. To manipulate functionality and likability, we varied the predictability of cooperative behavior and correctness of actions of agents, respectively, resulting in likable (cooperative), dislikable (uncooperative), functional (correct actions), and dysfunctional (incorrect actions) agents. The results of three experiments showed that the participants' reaction times correlated most with the reaction times of agents that expressed functional behavior. However, the likability of agents had no effects on reaction time correlations. These findings suggest that, at least in the current computer task, participants are more likely to adopt the timing of actions from people that perform correct actions than from people that they like.Entities:
Mesh:
Year: 2022 PMID: 35819966 PMCID: PMC9275686 DOI: 10.1371/journal.pone.0271164
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.752
Fig 1Stimuli and procedures.
The figures represent a reconstruction of the displays shown to the participants during the games. In the prisoner’s dilemma game (PD; top panel in A) the participant chose between cooperate and defect, and then obtained an overview of the agents choice and how this affected their rewards. In experiment 3, participants also participated in a quiz (Q; second panel in A), choosing an answer from two answer options per question, and knowing the agent’s answer in advance. In the action color game (AC; third panel in A) participants saw the video of an agent pressing a colored button and were ought to press a button with a color corresponding to the cue consisting of colored rectangle. At the end of the experiment participants rated the agents on their likability and functionality (Rate; bottom panel in A). Each of these parts took place in an order as displayed in (B). Participants played 80 games with each agent within a block.
Behavioral characteristics per agent in experiment 1.
| Agent type | Prisoner’s dilemma game | Color action game |
|---|---|---|
| Functional | 50% | 80% |
| Dysfunctional | 50% | 20% |
| Likable | 80% | 50% |
| Dislikable | 20% | 50% |
| Neutral (2x) | 50% | 50% |
Fig 2Experiment 1 results.
The correlations (Corr) of reaction times (RT) between agents and participants were largest when participants played with a functional (blue line; Pos = positive) agent and were weakest when participants played with a dysfunctional agent in experiment 1 (Neg = negative; Neu = neutral) agent (A). We observed no difference between likable and dislikable agents (red line). Subjective ratings by participants confirmed that they were aware of the differences in functionality and likability across agents (B). Similar patterns of correlations (A) and subjective ratings (B) across agents were present in experiment 2 (C, D) and experiment 3 (E, F).
Behavioral characteristics per agent in experiment 2.
| Agent type | Prisoner’s dilemma game | Color action game |
|---|---|---|
| Likable/Functional | 80% | 80% |
| Likable/Dysfunctional | 80% | 20% |
| Dislikable/Functional | 20% | 80% |
| Dislikable/Dysfunctional | 20% | 20% |