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. 2017 Apr 20;7:46651. doi: 10.1038/srep46651

Figure 1. Schematic diagram of an experimental trial in the interpersonal gambling task.

Figure 1

After a fixation, the computer selected the one who performs the current round of gambling by flickering the name of the participant and confederate (the one whose name is circled with a red square would be the performer and the one whose name is circled with a green square would be the observer). Then, they both viewed the alternatives and the performer chose one of the squares by pressing the corresponding button. After the current choice was presented for 300 ms, the observer would send his or her emotional responses to the performer by pressing one of the emotional expressions, and the performer would receive feedback combined with utilitarian (“+” means win and “−” means loss) and emotional cues (happy/angry/neutral). The three facial expressions were presented to illustrate the experimental design here and only the middle selection expression was presented to the participant in the experiment.