| Literature DB >> 36118116 |
Susanna Feruglio1,2, Maria Serena Panasiti3,4, Cristiano Crescentini2,5, Salvatore Maria Aglioti1,4, Giorgia Ponsi1,4.
Abstract
This perspective article provides an overview of the impact of mindfulness meditation (MM) on social and moral behavior. In mindfulness research, prosocial behavior has been operationalized as helping behavior, altruistic redistribution of funds, reparative behavior, or monetary donation. Studies concerning moral behavior are still scarce. Despite inconsistent evidence, several studies found a beneficial effect of mindfulness on prosocial outcomes (i.e., a higher propensity to spend or give away money for the sake of other individuals). However, since the employed tasks were reward-based, participants' decisions also directly affected their own payoff by reducing it. Crucially, MM also affects self-control circuitry and reduces reward-seeking behaviors and reward salience by making rewards less tempting. We have discussed evidence suggesting how challenging it may be to dissociate the specific weight of enhanced other-oriented motivation from one of the decreased monetary reward salience in explaining meditators' behavior. Future higher-quality studies are needed to address this open issue.Entities:
Keywords: compassion; mindfulness meditation; moral behavior; other-oriented motivation; resistance to temptation; reward salience; self-control; social behavior
Year: 2022 PMID: 36118116 PMCID: PMC9478338 DOI: 10.3389/fnint.2022.963422
Source DB: PubMed Journal: Front Integr Neurosci ISSN: 1662-5145
Glossary: A summary table with the description of the acronyms and the definitions of the most important terms used in the perspective article.
| Term | Acronym | Definition |
| Mindfulness meditation | MM | Meditation practice based upon techniques of mental training encouraging individuals to focus, with an open, gentle and non-judgmental attitude, on their internal experiences such as bodily sensations, thoughts, and emotions ( |
| Compassion meditation | CM | Meditation practice aimed at enabling practitioners to volitionally generate states of compassion in response to their own and others’ suffering while maintaining a positive emotional state ( |
| Loving-kindness meditation | LKM | Meditation practice aimed at self-generating positive emotions, feelings of love, warmth and goodwill toward oneself and others ( |
| Dispositional mindfulness | DM | Also called trait mindfulness. It refers to the stable tendency to pay attention to present moment experience with an open and nonjudgmental attitude ( |
| Prosocial behavior | − | Any action that benefits one or more people other than the actor ( |
| Moral behavior | − | Any course of action performed in line with norms, values, and customs adopted by a specific cultural group (e.g., consideration of actions’ direct or indirect consequences for others; |
Description and categorization of the tasks employed in the studies reported in the perspective article.
| Studies | Task | Task type | Description | Measured behavior | Prosocial behavior motivation | Category |
| Zurich prosocial game | Interactive computer task | The participant decides whether to help or not a co-player to open gates during a virtual maze navigation task aimed at reaching distinct treasures worth 0.50 Swiss francs in a limited amount of time (absence of competition between the players). | Helping behavior | Altruistically-motivated | Reward-based (money) | |
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| Redistribution game | Game theoretical paradigm | After witnessing an unfair dictator transfer ($1/$10) to a cashless victim, the participant decides whether to spend any amount of their endowment ($5) to compel the dictator to give two times the amount to the victim. The participant is paid the amount left in their endowment. | Helping behavior, altruism | Norm-motivated | Reward-based (money) |
| Third-party punishment game | Game theoretical paradigm | After witnessing an unfair dictator transfer (< $2.50/$10) to the Recipient, the participant (third party) decides whether to spend any amount out of $5 (50 points) to take two times the amount from the dictator. The participant is paid the amount left in their endowment. | Punishment behavior | Norm-motivated | Reward-based (money) | |
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| Third-party helping game | Game theoretical paradigm | After witnessing an unfair dictator transfer (< $2.50/$10) to the recipient, the participant (third party) decides whether to spend any amount out of $5 (50 points) to transfer two times the amount to the recipient. The participant is paid the amount left in their endowment. | Helping behavior, altruism | Norm-motivated | Reward-based (money) |
| Financial allocation task | Interactive computer task | The participant decides whether to allocate any amount of a hypothetical lottery win between themselves and another participant. The participant knows that the donated amount would be multiplied by 1.5. The one participant who wins the lottery receives a real €120 payoff. | Altruism, generosity | Altruistically-motivated | Reward-based (money) | |
| Donation task | Interactive computer task | The participant decides whether to donate any (or the entire) amount of their monetary endowment to a charitable organization. The participant is paid the amount left in their endowment. | Donation, charitable behavior | Altruistically-motivated | Reward-based (money) | |
| Charitable donation task | Interactive computer task | The participant decides whether to donate a portion of their own experimental earnings to each of the 24 individuals in need, from $0 to $100 in $1 increments. One of their donations was randomly selected and subtracted from their endowment. | Donation, charitable behavior | Altruistically-motivated | Reward-based (money) | |
| Dictator game | Game theoretical paradigm | The participant decides whether to give a fraction of their financial outcome to another player. | Altruism, generosity | Altruistically-motivated | Reward-based (money) | |
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| Trust game | Game theoretical paradigm | The participant decides whether to invest an amount of money to the Trustee that is multiplied by some factor (often 3). The trustee then chooses an amount to send back to the participant which decides the payoff for both players. | Trust, Strategic behavior | Altruistically-motivated | Reward-based (money) |
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| Second party punishment game | Game theoretical paradigm | After playing the role of dictator, the participant plays the role of recipient and decides whether to spend any amount of monetary units (1 MU = 10 eurocent) to remove three times the amount from the dictator. The participant is paid the amount left in their endowment. | Punishment behavior | Norm-motivated | Reward-based (money) |
| Ecologically valid staged scenario | − | The participant is exposed to a real-life situation in which a suffering confederate with crutches and a walking boot entered a waiting area without available chairs. If the participant offers their seat in the next 2 min, their behavior is coded as helping; otherwise, it is coded as non-helping. | Helping behavior, compassionate responding | − | Non-reward-based | |
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| Cyberball game (inclusion) | − | After witnessing a ball tossing game in which a player was ostracized from two other players, the participant played with them. The proportion of the total throws that the participant makes to the victim is coded as inclusion behavior. | Inclusion behavior | − | Non-reward-based |
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| E-mail helping | − | After witnessing a ball-tossing game (Cyberball game) in which a player was ostracized from two other players, the participant writes an e-mail to them. Responses to the victim, coded for communication warmth, served as a measure of helping and support behaviors. | Helping behavior | − | Non-reward-based |
Task type and prosocial behavior motivation columns include the labels proposed by Böckler et al. (2016, 2018). Accordingly, task type and prosocial behavior motivation content only apply to reward-based tasks.