User Manual: Inquisit Cyberball 1 (4-player)


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									Cyberball: 4 PLAYERS
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Script Author: Sean Draine, PhD
last updated:  06-19-2024 by K. Borchert (katjab@millisecond.com) for Millisecond Software, LLC

Script Copyright © 06-19-2024 Millisecond Software

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BACKGROUND INFO 	
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This script implements the Cyberball paradigm based on:

Williams, K. D., Cheung, C. K. T., & Choi, W. (2000). CyberOstracism: Effects of being ignored over 
the Internet. Journal of Personality and Social Psychology, 79, 748-762.

Williams, K. D., & Jarvis, B. (2006). Cyberball: A program for use in research on ostracism and interpersonal 
acceptance. Behavior Research Methods, Instruments, and Computers, 38, 174-180.

see also: http://www1.psych.purdue.edu/~willia55/Announce/cyberball.htm

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TASK DESCRIPTION	
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Participant plays ball with 3 other participants (= the computer). It can be predefined with what
probability the computer includes/excludes the participant into the ball game.

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DURATION 
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the default set-up of the script takes appr. 4 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: '4playercyberball_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
									(Note: not all trials that are run might record data) 
									Trialcode Explanation: 
									Examples:
									"p1to2" => in this trial player 2 (participant) throws the ball AFTER getting it from player 1
									"p1to3" => in this trial player 3 throws the ball AFTER getting it from player 1 (random selection decides whether player 3 throws to player 1)

player:								stores the current player (1, 2, 3)
recipient:							stores the recipient of the current ball toss (1, 2, 3)									
response:							the (participant's) response
latency: 							the response latency in ms

countIgnore2:						counts how often player 2 (participant) was "ignored" before a throw (resets every time
									player 2 gets to throw the ball)							
																								

(2) Summary data file: '4playercyberball_summary*.iqdat' (a separate file for each participant)

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)
								
///Parameter Settings:
showPictures:						true = pictures of players are onscreen (default)
									false = no pictures are presented
								
showLabels:							true = labels of players are onscreen (default)
									false = no labels are presented

item.player1.1-
item.player4Label.1:				images and labels used for the various players

///Data:
maxTrialCount:						maximum number of trials (= passes between all players) played		

ignore2Streak1: 					the number of times player 2 (participant) was ignored before player2 (participant) gets to respond for the first time

maxIgnore2:						the longest streak of ignoring player 2 (participant) in the game that participant experienced
									before being able to respond

countPlayer1throws:				counts the number of times that player 1 gets to throw the ball
countPlayer3throws:				counts the number of times that player 3 gets to throw the ball
countPlayer4throws:				counts the number of times that player 4 gets to throw the ball
countPlayer2throws:				counts the number of times that participant gets to throw the ball
meanRTPlayer2:						mean latency (in ms) of participant throw

count12:						counts the number of times that player 1 throws to player 2 (participant)
percent12:						percentage of player 1 throws that play to player 2 (participant)
count21:						counts the number of times that player 2 (participant) throws to player 1
percent21:						percentage of player 2 throws (participant) that play to player 1
meanRT21:						mean latency (in ms) of player 2 (participant) decisions to throw to player 1

count32:						counts the number of times that player 3 throws to player 2 (participant)
percent32:						percentage of player 3 throws that play to player 2 (participant)
count23:						counts the number of times that player 2 (participant) throws to player 3
percent23:						percentage of player 2 throws (participant) that play to player 3
meanRT23:						mean latency (in ms) of player 2 (participant) decisions to throw to player 3

count42:						counts the number of times that player 4 throws to player 2 (participant)
percent42:						percentage of player 4 throws that play to player 2 (participant)
count4:						counts the number of times that player 2 (participant) throws to player 4
percent24:						percentage of player 2 throws (participant) that play to player 4
meanRT24:						mean latency (in ms) of player 2 (participant) decisions to throw to player 4

percentSamePlayer:				percentage of player 2 (participant) throws when player 2 throws the ball back to the player who threw the ball to participant
								Note: random selection -> 1/2 times of all player 2 throws
									
percentOtherPlayer:			percentage of player 2 (participant) throws when player 2 throws ball to the player who didn't threw the ball to participant
								Note: random selection -> 1/2 times of all player 2 throws
									
meanRTSamePlayer:				mean latency (in ms) of trials in which player2 (participant) throws ball back to the player who threw the ball to participant
meanRTOtherPlayer:				mean latency (in ms) of trials in which player2 (participant) throws ball to the player who didn't threw the ball to participant

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EXPERIMENTAL SET-UP 
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* Participant plays ball with 3 other players for 50 trials.
The number of trials can be edited under section EDITABLE PARAMETERS.

* By default, all players are represented by names and pictures. 
Names and pictures can be edited under section EDITABLE STIMULI.
To remove names or pictures go to EDITABLE PARAMETERS.

* By default, player 1 throws the ball to participant (=player2)  with a pre-determined probability (default: 14% of the times) 
as does Player 3 and 4 (default: 14% of the times). The probabilities can be edited under EDITABLE LISTS.
The player schedules can further be customized to dictate specific/fixed throw sequences for each of the 
"computer player".Go to section EDITABLE LISTS for further instructions.

* Decision Times for Player 1,3 and 4 are controlled by list.cyberdecisiontime.nextValue under
EDITABLE PARAMETERS.

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STIMULI
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picture examples are provided by Millisecond Software. They can easily be edited under section
Editable Stimuli

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INSTRUCTIONS 
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can be edited under section Editable Instructions

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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:

/maxTrialCount:		maximum number of trials (= passes between the players) played
		
/showPictures:			true = pictures of players are onscreen (default)
						false = no pictures are presented
					
/showLabels:			true = labels of players are onscreen (default)
						false = no labels are presented
						
NOTE: parameters.showpictures and parameters.showlabels cannot be set to false at the same time.

/ cyberdecisiontime: 	selects with replacement (replace) one of the 4 decision times for players1,3 and 4