<p><b>A</b>. From top to bottom, successive screen shots of example trials are shown with their duration for the three tasks (left: rating task, middle: force task, right: choice task). Every trial started with a fixation cross. In the force and rating tasks, a single composite proposition, with a gain G for the subject (YOU) and donation D for the charity organization (ORG) was displayed on the screen. Then a scale (for rating) and a thermometer (for force) respectively appeared on the screen, noticing subjects that it was time for providing a response. After response completion (rating or force), feedback on whether the proposition was won or lost was displayed. The probability of winning was fixated to 70% in the rating task and determin...
<p><b>A</b>: Task as seen by subjects. Subjects used two buttons on the keyboard (‘U’ and ‘I’) to na...
<p>The experimental paradigm comprised four distinct sessions. In Rating Session 1 subjects rated al...
<p>(<b>a</b>) Game interface: an example of a punishment trial for target-size 1 (1: largest target ...
<p>(A) Example of task trial. Successive screenshots displayed are shown from left to right with dur...
<p>Each picture represents a screen in the experiment. A) The combined monetary and performance (MP)...
(A) Schematic representation of the behavioral tasks used in the three experiments (Exp 1–3). All ta...
<p>(<b>A</b>) Subjects chose between a pair of fractals at each of two stages, where a choice at the...
<p>A) Subjects begin by seeing a 1s fixation cue. B) 5s choice period in which subjects are presente...
<p>a. Block types. In every block only one trial type is presented, where only one feature is manipu...
<p>(A) Illustration of the prize-guessing game. (B) Behavioral responses to feedback when previous t...
<p><b>A,</b> In <b>Experiment 1</b>, participants chose between a higher-reward/higher-cost (HRHC) o...
<p>Each trial started with a fixation cross (750 ms) followed by the presentation of a screen includ...
The experimental design was a 2 (feedback type; informative vs. confirmatory) × 2 (feedback valence;...
<p>(a) Transition contingencies for the main task and the control task. Each target is denoted by a ...
In everyday life, we are constantly confronted to choice situations in which we need to decide wheth...
<p><b>A</b>: Task as seen by subjects. Subjects used two buttons on the keyboard (‘U’ and ‘I’) to na...
<p>The experimental paradigm comprised four distinct sessions. In Rating Session 1 subjects rated al...
<p>(<b>a</b>) Game interface: an example of a punishment trial for target-size 1 (1: largest target ...
<p>(A) Example of task trial. Successive screenshots displayed are shown from left to right with dur...
<p>Each picture represents a screen in the experiment. A) The combined monetary and performance (MP)...
(A) Schematic representation of the behavioral tasks used in the three experiments (Exp 1–3). All ta...
<p>(<b>A</b>) Subjects chose between a pair of fractals at each of two stages, where a choice at the...
<p>A) Subjects begin by seeing a 1s fixation cue. B) 5s choice period in which subjects are presente...
<p>a. Block types. In every block only one trial type is presented, where only one feature is manipu...
<p>(A) Illustration of the prize-guessing game. (B) Behavioral responses to feedback when previous t...
<p><b>A,</b> In <b>Experiment 1</b>, participants chose between a higher-reward/higher-cost (HRHC) o...
<p>Each trial started with a fixation cross (750 ms) followed by the presentation of a screen includ...
The experimental design was a 2 (feedback type; informative vs. confirmatory) × 2 (feedback valence;...
<p>(a) Transition contingencies for the main task and the control task. Each target is denoted by a ...
In everyday life, we are constantly confronted to choice situations in which we need to decide wheth...
<p><b>A</b>: Task as seen by subjects. Subjects used two buttons on the keyboard (‘U’ and ‘I’) to na...
<p>The experimental paradigm comprised four distinct sessions. In Rating Session 1 subjects rated al...
<p>(<b>a</b>) Game interface: an example of a punishment trial for target-size 1 (1: largest target ...