Negotiation Task - Emotion

Technical Manual

Script Author: Katja Borchert, Ph.D. (katjab@millisecond.com), Millisecond

Created: January 01, 2021

Last Modified: January 13, 2024 by K. Borchert (katjab@millisecond.com), Millisecond

Script Copyright © Millisecond Software, LLC

Background

This script implements a Negotiation Task procedure investigating emotions using the computer (undercover) as a co-negotiator.

The implemented procedure is based on Van Kleef et al. (2004, Experiment 1). The procedure follows the general Negotiation Task procedure with computer use suggested by De Dreu & Van Kleef (2004, Experiment3): Module1: Intro Module2: Manipulation Module3: Negotiation Task Module4: Manipulation Checks Module5: Debriefing

Each module can be customized.

References

Van Kleef, G.A, De Dreu, C.K.W. & Manstead, A.E.R. (2004). The Interpersonal Effects of Anger and Happiness in Negotiations. Journal of Personality and Social Psychology, 2004, Vol. 86, No. 1, 57–76.

De Dreu, C.K.W. & Van Kleef, G.A. (2004). The influence of power on the information search, impression formation, and demands in negotiation, Journal of Experimental Social Psychology, Volume 40, Issue 3, 303-319. ISSN 0022-1031, https://doi.org/10.1016/j.jesp.2003.07.004.

Duration

12 minutes

Description

Module1: Intro Participants play a simulated negotiation game with a partner (aka 'the computer') within the context of selling a mobile phone.

Players are assigned the 'seller' or 'buyer' role for the negotiation of three issues: price, warranty period, service contract.

Each issue has 9 levels of awarded points and participants are asked to get as many points as they can in the negotiation. However, if agreement cannot be reached within an undefined amount of time, participants do not win any points at all.

Module2: Before the negotiation task, it is revealed to participants that the opponent (aka computer) will be asked questions about further negotiation intentions and that those intentions (including emotional statements) will be leaked to the participant.

Module3: The negotiations are started by the computer (default setting) and end either with complete agreement on all three issues or after 6 unsuccessful rounds of negotiations. Periodically (after the first, third, and fifth round), the opponent's intentions are leaked to the participant.

Module4: The task ends with a couple of manipulation check questions

Module5: and a debriefing.

Procedure

Default Design:
2 roles (buyer vs. seller) x
3 emotions (angry, happy, neutral) x = 6 possible between-participant groups

=> Assignment to roles is fixed in this script: Participants are always assigned the Seller role (default setting)
(see Editable Parameters for different settings)
=> Assignment to computer emotions is done randomly

Experimental Procedure:
(1) Module1 (Intro) -> pairing with Co-player* -> Role Assignment

(2) Module2 (Manipulation):
participant are told that opponent intentions will be leaked

(3) Module3: Negotiation Task: max 6 rounds (see parameters.maxRounds)
- participant or computer (editable parameter) starts the negotiation by proposing 3 (levels) for issueA, issueB, and issueC
=> if the proposed levels are the same or higher agreement levels as the last counter offer(s) from the computer,
then the issue(s) get resolved (aka 'participant agrees with co-player')
=> if the proposed levels are lower agreement levels than the last counter offers from the computer, the
computer selects new counter offers (see list.computerOffers).
=> if the proposed levels are higher agreement levels than the updated counter offers, then the issue(s) get resolved
(aka 'computer agrees with participant')
=> if not a new round is started
=> opponent's emotions are 'leaked' after the 1st, 3rd, and 5th round of negotations
=> participant can accept offer by selecting 'Accept all'



• it can be set who makes the first offer (see section Editable Parameters)
• the counter offers proposed by the computer are the same as the ones by Van Kleef et al. (2004).
and can be edited under list.computerOffers.
• a previously resolved issue can still be opened up again if participant selects a different value
during a subsequent round

Negotiation Stop:
- ALL issues have been resolved OR
- 6 unsuccessful negotiation rounds

(4) Module4: Manipulation Checks
- ratings of opponent's (aka computers) emotions: angry, irritated, happy, satisfied
- ratings of self-emotions: angry, happy
- rating of impression of how 'positive' participant viewed the opponent
- textbox to collect any other feedback

(5) Module5: Debriefing

Stimuli

- Issue Table from Van Kleef et al. (2004, table 1, p.60)
=> change issues under negotiationtaskIssuechart.htm/negotiationtaskIssuechart2.htm
=> change point values under list.issueAPoints/list.issueBPoints/list.issueCPoints/

Instructions

provided by Millisecond - can be edited under section Editable Instructions.
The instructions are not original to De Dreu & Van Kleeff (2004). They are Millisecond's interpretation
of the described procedure.

Summary Data

File Name: negotiationtaskEmotionSummary*.iqdat

Data Fields

NameDescription
inquisit.version Inquisit version number
computer.platform Device platform: win | mac |ios | android
startDate Date the session was run
startTime Time the session was run
subjectId Participant ID
groupId Group number
sessionId Session number
elapsedTime Session duration in ms
completed 0 = Test was not completed
1 = Test was completed
expGroup 1, 2, 3 (=> assigned emotion)
cEmotion The assigned c-emotion (co-player): angry, happy, neutral
pRole Buyer or seller
cRole Buyer or seller
Dv
demandIndex Average sum of participants 'demand points' (averaged across negotiation rounds)
angerIndex (cAngryRating + cIrritatedRating)/2
happinessIndex (cHappyRating + cSatisfiedRating)/2
Individual Responses
cAngryRating How angry was opponent (1-7)? (c = computer) => higher rating more of the emotion
cIrritatedRating How irritated was opponent (1-7)? (c = computer)
cHappyRating How happy was opponent (1-7)? (c = computer)
cSatisfiedRating How satisfied was opponent (1-7)?(c = computer)
pAngryRating Self angry rating (p = participant), 1-5
pHappyRating Self happy rating (p = participant), 1-5
cImpressionRating Positive impression of opponent (computer), 1-5
textbox.feedback.response The entered feedback

Raw Data

File Name: negotiationtaskEmotionRaw*.iqdat

Data Fields

NameDescription
build Inquisit version number
computer.platform Device platform: win | mac |ios | android
date Date the session was run
time Time the session was run
subject, group, With the current subject/groupnumber
session Session number
blockCode Name of the current block
blockNum Number of the current block
trialCode Name of the current trial
trialNum Number of the current trial
expGroup 1, 2, 3 (=> assigned emotion)
cEmotion The assigned c-emotion (co-player): angry, happy, neutral
pRole Buyer or seller
cRole Buyer or seller
response The participant's response
latency The response latency (in ms)
roundCount Tracks the number of negotiation rounds
roundContinue 0 = missing participant demands; 1 = participant selected all demends
demandPointsPerRound Calculates the sum of the participant demands from the current round across all three issues
pIssueA Participant's selected level for issue A
pIssueB Participant's selected level for issue B
pIssueC Participant's selected level for issue C
cIssueA Current computer's level for issue A
cIssueB Current computer's level for issue B
cIssueC Current computer's level for issue C
cOffers The three fixed computer choices for the current round
if participant takes the previous counter offer for a particular issue,
the individual computers level is NOT updated for this issue according to cOffers
Example
Round 1: cOffers = 9-8-8
participant suggests '1' for issue B. Computer counters with '8'
Round 2: cOffers = 9-7-8
a) participant suggests '8' (the previous counter offer) => issue B is resolved (cIssueB stays at 8)
b) participant suggests '3' => issue B is not resolved; cIssueB is updated to 7
issueAResolved 0 = issue A is currently resolved; 1 = issue A is currently not resolved
issueBResolved 0 = issue B is currently resolved; 1 = issue B is currently not resolved
issueCResolved 0 = issue C is currently resolved; 1 = issue C is currently not resolved
stop 0 = the negotiations should not stop; 1 = the negotiations should stop

Parameters

The procedure can be adjusted by setting the following parameters.

NameDescriptionDefault
maxRounds The maximum number of negotiations rounds
if additional rounds are run, update list.computerOffers below
6
roleAssignment 1 = random assignment of roles
2 = participant is 'seller' (see Van Kleef et al.,2004)
3 = participant is 'buyer'
2
firstOffer Sets who will make the first Offer
choose from: "participant" vs. "computer" (computer: see Van Kleef et al.,2004)
"computer"
intentionRevealDuration The duration (in ms) that the opponent's intentions are revealed to participant3000