User Manual: Inquisit Competitive Reaction Time Task (Intensity)


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									COMPETITIVE REACTION TIME TASK - INTENSITY SETTING ONLY
									(Japanese Version)
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Script Author: Katja Borchert, Ph.D. (katjab@millisecond.com) for Millisecond Software, LLC
Date: 05-14-2013
last updated:  09-30-2024 by K. Borchert (katjab@millisecond.com) for Millisecond Software, LLC

Script Copyright ©  09-30-2024 Millisecond Software

Millisecond Software thanks Takeshi Hirono for providing the Japanese translations!
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BACKGROUND INFO 	
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This script implements a version of the Competitive Reaction Time Task which is based on the
Taylor Competitive Reaction Time task (Taylor, 1967). The current script incorporates features from the following studies:

Bushman, B. J. (1995). Moderating role of trait aggressiveness in the effects of violent media on aggression. 
Journal of Personality and Social Psychology, 69, 950-960.

Anderson, C.A. & Dill, K.E. (2000). Video Games and Aggressive Thoughts, Feelings, and Behavior in
the Laboratory and in Life. Journal of Personality and Social Psychology, 78, 772-790.

Denson, T.F., von Hippel, W., Richard I. Kemp, R.I. & Teo, L.S. (2010). Glucose consumption decreases impulsive 
aggression in response to provocation in aggressive individuals. Journal of Experimental Social Psychology, 46, 1023–1028.

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TASK DESCRIPTION	
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Participants are told that they play a game with a second player (in reality the co-player is the computer).
The goal is to be faster to press the mouse button if a target square turns from yellow to red.
The 'loser' has to endure a blast of white noise. Before the participant gets to play, she is asked to
select the intensity of the blast to be delivered to co-player (0-10). The duration of the blast is held constant
in this script.

Script: CompetitiveReactionTimeTask.iqjs offers the possibility to set both intensity and duration
Script: CompetitiveReactionTimeTask_Duration offers the possibility to set duration of blast with a constant intensity

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DURATION 
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the default set-up of the script takes appr. 10 minutes to complete
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DATA OUTPUT DICTIONARY
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The fields in the data files are:

(1) Raw data file: 'competitivereactiontimetask_intensity_raw*.iqdat' (a separate file for each participant)

build:								The specific Inquisit version used (the 'build') that was run
computer.platform:					the platform the script was run on (win/mac/ios/android)
date, time: 						date and time script was run 
subject, group: 					with the current subject/groupnumber
session:							with the current session id

blockCode, blockNum:				the name and number of the current block (built-in Inquisit variable)
trialCode, trialNum: 				the name and number of the currently recorded trial (built-in Inquisit variable)
										Note: trialNum is a built-in Inquisit variable; it counts all trials run; even those
										that do not store data to the data file such as feedback trials. Thus, trialNum 
										may not reflect the number of main trials run per block.
										
trialCount:							custom trialCounter												
									
blastDurationMS:					sets the constant blastduration (default: 1000ms); Max = 2000 (determined by length
									of provided sound.blast)									

volume:								records the volume with which the blast has to be delivered
win:								0 = participant wins; 1 = participant loses
blastIntensity:						stores the current intensity selected by participant
feedbackIntensity:					stores the current feedback intensity (intensity chosen by 'co-player')
rtIntensity:						stores the current latency (in ms) for selecting intensity
rtReady:							stores latency (in ms) to select ready button
rtTarget:							stores latency to (in ms) of target response when target turns red


(2) Summary data file: 'CompetitiveReactionTimeTask_Intensity_summary*.iqdat' (a separate file for each participant)

This script computes blastintensity and duration separately (as well as overall) for 
- stage 0 (first trial; Denson et al (2010) used first trial aggression as main DV)
- stage 1 (trial 2-9)
- stage 2 (trial 10-17)
- stage 3 (trial 18-25)

inquisit.version: 					Inquisit version run
computer.platform:					the platform the script was run on (win/mac/ios/android)
startDate:							date script was run
startTime:							time script was started
subjectId:							assigned subject id number
groupId:							assigned group id number
sessionId:							assigned session id number
elapsedTime:						time it took to run script (in ms); measured from onset to offset of script
completed:							0 = script was not completed (prematurely aborted); 
									1 = script was completed (all conditions run)
								
blastDurationMS:					sets the constant blastduration (default: 1000ms); Max = 2000 (determined by length
									of provided sound.blast)								

firstIntensity:						stores the intensity selected for the first round/trial

maxWinLatency:						maximum latency (in ms) that allows player to win the current game; any reaction times above => lose
									(even if it was a predetermined 'win' trial) default: 700ms

meanBlastIntensity: 				mean blastintensity (includes all 25 trials)
meanBlastIntensity1:				mean blastintensity of stage 1 (trial 2 - trial 9)
meanBlastIntensity2:				mean blastintensity of stage 2 (trial 10 - trial 17)
meanBlastIntensity3: 				mean blastintensity of stage 3 (trial 18 - trial 25)

meanrtIntensity:					mean latency (in ms) of setting intensity (includes all 25 trials)
meanrtReady:						mean latency (in ms) of selecting Ready button (all trials)
meanrtTarget:						mean latency (in ms) of target response when target turns red (all trials)


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EXPERIMENTAL SET-UP 
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* 25 rounds/trials, stage 0 = trial 1; stage 1 = trial 2 - trial 9; stage 2 = trial 10 - 17; stage 3 = trial 18 - trial 25
* by default different editable values and lists govern the intensity the computer chooses for those different stages;
-> change values under EDITABLE CODE -> Editable Values 
-> change lists under EDITABLE CODE -> Editable Lists 

(A) TRIAL SET-UP
25 trials = 25 trial sequences; each trial sequence consists of 8 steps

1. trial.start
presents the UI of the game; lasts for a random amount of time (EDITABLE CODE -> Editable Lists)
2. trial.intensity
let's participants set the intensity of the blast 
3. trial.ready
let's participants select the ready-button
4. trial.target_wait
target sits there being green for a random amount of time (EDITABLE CODE -> Editable Lists),
presumably because participants have to be both ready before the yellow square should be presented.
'Ready' button turns purple.
5.  trial.target_yellow
target box turns yellow for a random amount of time (EDITABE CODE -> Editable Lists) = warning signal
6. trial.target_red
target box turns red; waits for participant's mouse click/touch; waits a random amount of time to reveal the
outcome (EDITABLE CODE -> Editable Lists) to pretend the computer has to wait for 2 responses
7. trial.outcome
reveals who won, delivers the blast (if participant lost), lasts as long as set parameters.blastdurationMS; 
reveals the setting the co-players have chosen under certain circumstances
8. trial.end
continues to show the setting the co-player chose until the settings have been displayed for a set amount of time 
(EDITABLE CODE -> Editable Values)

(B) INTENSITY SETTINGS
1) Intensity is set by selecting a level 0-10 of an Intensity Meter. Once the intensity is selected, the meter
turns gray including the selected level. Exception: if intensity = 0 is selected, the 0 level turns yellow
instead of gray to highlight the non-aggressive choice
2) Once selected, no changes can be made
3) The audio file that delivers the blast in this script was created in Audacity: White noise with Amplitude 1, 2s long
!!!The audio file can easily be replaced under EDITABLE CODE -> Editable Stimuli
4) the volume of the audio file is adjusted in Inquisit

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INSTRUCTIONS 
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Instructions are provided by Millisecond Software. They are not original to any of the studies.
See crrt_instructions.iqjs
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EDITABLE CODE 
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check below for (relatively) easily editable parameters, stimuli, instructions etc. 
Keep in mind that you can use this script as a template and therefore always "mess" with the entire code 
to further customize your experiment.

The parameters you can change are:

/blastDurationMS:					sets the constant blastduration (default: 1000ms); Max = 2000 (determined by length
									of provided sound.blast)

/firstOutcomePredetermined:		1 = first trial outcome (win/loss) is set by experimenter 
									0 = should be randomly determined

IF firstoutcome_predetermined = 1 (default):
/firstwin:							1 = participant wins first trial (default); 
									2 = participant loses first trial

/showCoplayersettings:				1 = only show co-player settings for losing trials (default)
									2 = always show co-player settings

/maxWinLatency:					maximum latency that allows player to win the current game; any reaction times above => lose
									(even if it was a predetermined 'win' trial) default: 700ms

/revealDuration:					how long each participant sees parameter settings of 'co-player' (default: 4000ms)

/timerDuration:						amount of time a timer is presented on the screen to alert participants
									that game starts soon



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									COMPETITIVE REACTION TIME TASK: Intro Instructions (Intensity only)
									(Japanese Version)
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Script Author: Katja Borchert, Ph.D. (katjab@millisecond.com) for Millisecond Software, LLC
Date: 05-14-2013
last updated:  11-16-2023 by K. Borchert (katjab@millisecond.com) for Millisecond Software, LLC

Script Copyright © 11-16-2023 Millisecond Software

Millisecond Software thanks Takeshi Hirono for providing the Japanese translations!