Effect <strong>of</strong> emotion on the <strong>imperfect</strong>ness <strong>of</strong> <strong>decision</strong><strong>making</strong>Alessandro A.E.P. Villa ∗NeuroHeuristic Research GroupHEC-ISI University <strong>of</strong> LausanneCH-1015 Lausanne, Switzerlandalessandro.villa@nhrg.orgSarah MesrobianNeuroHeuristic Research GroupHEC-ISI University <strong>of</strong> LausanneCH-1015 Lausanne, Switzerlandsarah.mesrobian@nhrg.orgVladyslav ShaposhnykNeuroHeuristic Research GroupHEC-ISI University <strong>of</strong> LausanneCH-1015 Lausanne, Switzerlandvladyslav.shaposhnyk@nhrg.orgMarina Fiori<strong>Institute</strong> <strong>of</strong> PsychologyUniversity de LausanneCH-1015 Lausanne, SwitzerlandMarina.Fiori@unil.chAlessandra LintasNeuroHeuristic Research GroupHEC-ISI University <strong>of</strong> LausanneCH-1015 Lausanne, Switzerlandalessandra.lintas@nhrg.orgPascal MissonnierNeuroHeuristic Research GroupHEC-ISI University <strong>of</strong> LausanneCH-1015 Lausanne, Switzerlandpascal.missonnier@nhrg.orgAbstractHuman <strong>decision</strong> <strong>making</strong> has demonstrated <strong>imperfect</strong>ness and essential deviationfrom rationality. Emotions are a primary driver <strong>of</strong> human actions and the currentstudy investigates how perceived emotions may affect the behavior during the UltimatumGame (UG), while recording event-related potentials (ERPs) from scalpelectrodes. We observed a negative correlation (p < 0.001) between positive emotions,in particular happiness, and the amount <strong>of</strong>fered by a participant acting as aProposer in the UG. Negative emotions, in particular fear, showed a positive correlation(p < 0.05) <strong>with</strong> the <strong>of</strong>fer. The ERPs revealed invariant components at shortlatency in brain activity in posterior parietal areas irrespective <strong>of</strong> the Responderor Proposer role. Conversely, significant differences appeared in the activity <strong>of</strong>central and frontal areas between the two conditions at latencies 300-500 ms.1 IntroductionAlthough research has demonstrated the substantial role emotions play in <strong>decision</strong>-<strong>making</strong> and behavior[1] traditional economic models emphasize the importance <strong>of</strong> rational choices rather thantheir emotional implications. The concept <strong>of</strong> expected value is the idea that when a rational agentmust choose between two options, it will compute the utility <strong>of</strong> outcome <strong>of</strong> both actions, estimatetheir probability <strong>of</strong> occurrence and finally select the one that <strong>of</strong>fers the highest gain. In the field <strong>of</strong>neuroeconomics a few studies have analyzed brain and physiological activation during economicalmonetary exchange [2, 3] revealing that activation <strong>of</strong> the insula and higher skin conductance [4]were associated to rejecting unfair <strong>of</strong>fers. The aim <strong>of</strong> the present research is to further extend theunderstanding <strong>of</strong> emotions in economic <strong>decision</strong>-<strong>making</strong> by investigating the role <strong>of</strong> basic emotions∗ http://www.neuroheuristic.org1
(happiness, anger, fear, disgust, surprise, and sadness) in the <strong>decision</strong>-<strong>making</strong> process. To analyzeeconomic <strong>decision</strong>-<strong>making</strong> behavior we used the Ultimatum Game (UG) task [5] while recordingEEG activity. This task has been widely used to investigate human interaction, in particular the differencesbetween behavior expected according to the ‘rational’ model <strong>of</strong> game theory and observed‘irrational’ behavior. One hypothesis that has been suggested to explain this divergence is that participantstend to engage in the ‘tit-for-tat’ type <strong>of</strong> choice establishing a sort <strong>of</strong> reciprocity rule [6]. Inorder to examine potential interaction effects between reciprocity rules and emotions we employedrepetitive trials to analyze the evolution <strong>of</strong> participants’ strategy along the game. In addition, weanalyzed the role <strong>of</strong> individual differences, in particular the personality characteristic <strong>of</strong> honestyand the tendency to experience positive and negative emotions, as factors potentially affecting themonetary choice. [7].2 Materials and methods2.1 Behavioral paradigmWe administered participants some questionnaire to measure their personality traits (the Hexaco personalityquestionnaire, [8]) as well as their tendency to experience positive and negative affect (thePANAS scale [9]). The Ultimatum Game (UG) is an anonymous, single-shot two-player game, inwhich the “Proposer” (Player 1) has a certain sum <strong>of</strong> money at his disposal and must propose a shareto the “Responder” (Player 2) [5]. The Responder can either accept or reject this <strong>of</strong>fer. If the Responderaccepts the proposal, the share is done accordingly. However, if the Responder refuses, bothplayers end up <strong>with</strong> nothing. In either case the game ends after the Responder’s <strong>decision</strong>. The Subjectswere comfortably seated in a sound- and light-attenuated room, watched a computer-controlledmonitor at a distance <strong>of</strong> 57 cm, and were instructed to maintain their gaze on a central fixation crossthroughout the experiment. Subjects volunteered to participate in the study and played <strong>with</strong> virtualmoney. They were tested along three series, each one composed <strong>of</strong> 2 Blocks. During the first Blockthe participants acted as Proposers (Fig. 1a), while during the second Block the computer made the<strong>of</strong>fer and the participants acted as Responders (Fig. 1b). Each Block was composed by 30 trials,which means that 90 trials were collected overall for each condition. The task was implemented ona personal computer using the E-Prime s<strong>of</strong>tware (Psychology S<strong>of</strong>tware Tools, Inc., Sharpsburg, PA15215-2821 USA).abFigure 1: Illustration <strong>of</strong> Ultimatum Game task along series composed <strong>of</strong> 2 Blocks. During the firstBlock the participants acted as Proposers (a), while during the second Block the computer made the<strong>of</strong>fer and the humans acted as Responders (b).Participants were subtly primed <strong>with</strong> emotional figures while <strong>making</strong> the <strong>decision</strong> to share money<strong>with</strong>, or accept the <strong>of</strong>fer <strong>of</strong>, an hypothetical partner. Becoming aware <strong>of</strong> an emotional state mayhinder its effect on subsequent behavior. Thus, we instructed participants to make their economic<strong>decision</strong> while keeping in the background emotional images, which were meant to induce different2
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