Harder than expected: increased conflict in clearly disadvantageous delayed choices in a computer game
When choosing between immediate and temporally delayed goods, people sometimes decide disadvantageously. Here, we aim to provide process-level insight into differences between individually determined advantageous and disadvantageous choices. Participants played a computer game, deciding between two...
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description | When choosing between immediate and temporally delayed goods, people sometimes decide disadvantageously. Here, we aim to provide process-level insight into differences between individually determined advantageous and disadvantageous choices. Participants played a computer game, deciding between two different rewards of varying size and distance by moving an agent towards the chosen reward. We calculated individual models of advantageous choices and characterized the decision process by analyzing mouse movements. The larger amount of participants' choices was classified as advantageous and the disadvantageous choices were biased towards choosing sooner/smaller rewards. The deflection of mouse movements indicated more conflict in disadvantageous choices compared with advantageous choices when the utilities of the options differed clearly. Further process oriented analysis revealed that disadvantageous choices were biased by a tendency for choice-repetition and an undervaluation of the value information in favour of the delay information, making rather simple choices harder than could be expected from the properties of the decision situation. |
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Here, we aim to provide process-level insight into differences between individually determined advantageous and disadvantageous choices. Participants played a computer game, deciding between two different rewards of varying size and distance by moving an agent towards the chosen reward. We calculated individual models of advantageous choices and characterized the decision process by analyzing mouse movements. The larger amount of participants' choices was classified as advantageous and the disadvantageous choices were biased towards choosing sooner/smaller rewards. The deflection of mouse movements indicated more conflict in disadvantageous choices compared with advantageous choices when the utilities of the options differed clearly. Further process oriented analysis revealed that disadvantageous choices were biased by a tendency for choice-repetition and an undervaluation of the value information in favour of the delay information, making rather simple choices harder than could be expected from the properties of the decision situation.</description><identifier>ISSN: 1932-6203</identifier><identifier>EISSN: 1932-6203</identifier><identifier>DOI: 10.1371/journal.pone.0079310</identifier><identifier>PMID: 24260192</identifier><language>eng</language><publisher>United States: Public Library of Science</publisher><subject>Adult ; Animal models ; Behavior ; Choice Behavior ; Cognition & reasoning ; Comparative analysis ; Computer & video games ; Computer games ; Decision analysis ; Decision Making ; Employee motivation ; Female ; Humans ; Male ; Mouse devices ; Neurosciences ; Psychology ; Reinforcement ; Reward ; Utilities ; Video Games ; Young Adult</subject><ispartof>PloS one, 2013-11, Vol.8 (11), p.e79310-e79310</ispartof><rights>COPYRIGHT 2013 Public Library of Science</rights><rights>2013 Scherbaum et al. This is an open-access article distributed under the terms of the Creative Commons Attribution License: https://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><rights>2013 Scherbaum et al 2013 Scherbaum et al</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c692t-383813314cbd7984ac568cf0660fdede203d7c11de480983caf3b07f899c48e43</citedby><cites>FETCH-LOGICAL-c692t-383813314cbd7984ac568cf0660fdede203d7c11de480983caf3b07f899c48e43</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC3829829/pdf/$$EPDF$$P50$$Gpubmedcentral$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC3829829/$$EHTML$$P50$$Gpubmedcentral$$Hfree_for_read</linktohtml><link.rule.ids>230,314,727,780,784,864,885,2102,2928,23866,27924,27925,53791,53793</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/24260192$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><contributor>Marshall, James A.R.</contributor><creatorcontrib>Scherbaum, Stefan</creatorcontrib><creatorcontrib>Dshemuchadse, Maja</creatorcontrib><creatorcontrib>Leiberg, Susanne</creatorcontrib><creatorcontrib>Goschke, Thomas</creatorcontrib><title>Harder than expected: increased conflict in clearly disadvantageous delayed choices in a computer game</title><title>PloS one</title><addtitle>PLoS One</addtitle><description>When choosing between immediate and temporally delayed goods, people sometimes decide disadvantageously. Here, we aim to provide process-level insight into differences between individually determined advantageous and disadvantageous choices. Participants played a computer game, deciding between two different rewards of varying size and distance by moving an agent towards the chosen reward. We calculated individual models of advantageous choices and characterized the decision process by analyzing mouse movements. The larger amount of participants' choices was classified as advantageous and the disadvantageous choices were biased towards choosing sooner/smaller rewards. The deflection of mouse movements indicated more conflict in disadvantageous choices compared with advantageous choices when the utilities of the options differed clearly. Further process oriented analysis revealed that disadvantageous choices were biased by a tendency for choice-repetition and an undervaluation of the value information in favour of the delay information, making rather simple choices harder than could be expected from the properties of the decision situation.</description><subject>Adult</subject><subject>Animal models</subject><subject>Behavior</subject><subject>Choice Behavior</subject><subject>Cognition & reasoning</subject><subject>Comparative analysis</subject><subject>Computer & video games</subject><subject>Computer games</subject><subject>Decision analysis</subject><subject>Decision Making</subject><subject>Employee motivation</subject><subject>Female</subject><subject>Humans</subject><subject>Male</subject><subject>Mouse devices</subject><subject>Neurosciences</subject><subject>Psychology</subject><subject>Reinforcement</subject><subject>Reward</subject><subject>Utilities</subject><subject>Video Games</subject><subject>Young 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Here, we aim to provide process-level insight into differences between individually determined advantageous and disadvantageous choices. Participants played a computer game, deciding between two different rewards of varying size and distance by moving an agent towards the chosen reward. We calculated individual models of advantageous choices and characterized the decision process by analyzing mouse movements. The larger amount of participants' choices was classified as advantageous and the disadvantageous choices were biased towards choosing sooner/smaller rewards. The deflection of mouse movements indicated more conflict in disadvantageous choices compared with advantageous choices when the utilities of the options differed clearly. 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subjects | Adult Animal models Behavior Choice Behavior Cognition & reasoning Comparative analysis Computer & video games Computer games Decision analysis Decision Making Employee motivation Female Humans Male Mouse devices Neurosciences Psychology Reinforcement Reward Utilities Video Games Young Adult |
title | Harder than expected: increased conflict in clearly disadvantageous delayed choices in a computer game |
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