Operant Experimental Strategies Cultural Experimental Strategies Hold deprivation constant and...
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Transcript of Operant Experimental Strategies Cultural Experimental Strategies Hold deprivation constant and...
Operant Experimental Strategies
Cultural Experimental Strategies
Hold deprivation constant and manipulate reinforcement contingency (SR+ - Ext - SR+ - Ext)
Hold antecedent conditions for cultural unit constant and manipulate metacontingencies
Hold reinforcement contingency constant and manipulate deprivation levels (Hi dep – low dep – hi dep – low dep)
In this study, metacontingencies were held constant and antecedent conditions for IBCs were manipulated
Manipulating Antecedents
• Independent variable: Availability of survival resources was the antecedent condition manipulated - 2 values = “rich” and “poor” - represented by proportion of
hunts that each player comes home with no rabbits in a condition
• Dependent variable: “Dyadic fitness” - measured by the proportion of trials in a condition that both
players can hunt on the next trial- A player cannot hunt if she has no rabbits to eat- In both conditions there is an equal number of times that a
player must give a rabbit to another player or they will both be unable to hunt and will lose all stored resources
Rich
Poor
Independent Variable: Resource Availability
Measure: Frequency of coming home empty handed
Values
14 trials out of 60
22 trials out of 60
Experimental Session
• Each dyad participated in a single session of about 2 hours
• 6 conditions were run in the session (generally 3 Rich and 3 Poor)
• Conditions ran either 60 (Experiment I) or 100 (Experiment II) trials
• Participants were paid at the end of the session• Participants were not allowed to talk during the
session
“Hunting trial” initiated by pressing “hunt” key.
For you both to go hunting, one of you presses this key marked “HUNT””.
Trial StructureTrial Structure
Each player brings her own rabbits home from the hunt
P 1P 2
Then you each have to decide what you will do with your own rabbits.
Trial StructureTrial Structure
• With any remaining rabbits, players may:- Store a rabbit for future use (one more trial)- Trade a rabbit for another commodity (money)- Give a rabbit to the other player
Trial StructureTrial Structure
• First, in order to proceed to the next trial, a player must have a rabbit to eat
• If one player can’t hunt, the other can continue but will eventually fail to have a rabbit to eat
• Number of trials both can hunt during a condition is measure of “dyadic fitness”
Dyadic Fitness (AP) per Condition%
Dya
dic
Fitn
ess
(AP)
Conditions (60 trials)
Rich (0.23)Poor (0.36)
Rich
Poor
Independent Variable: Environmental Scarcity
Frequency of coming home empty handed
Values
16 trials out of 100
46 trials out of 100
14 trials out of 60
22 trials out of 60
Dyadic Fitness (AP) per Condition%
Dya
dic
Fitn
ess
(AP)
Conditions (100 trials)
Conditions (60 trials)
Rich (0.23)Poor (0.36)