Spearman’s Rank Correlations for EMOTICOM outcomes within the three proposed cognitive domains. (I) Emotion Processing: fERT, face Emotion Recognition Task; fERT1, hit rate for happy; fERT2, hit rate for sad; fERT3, hit rate for angry; fERT4, hit rate for fearful. eERT, eyes Emotion Recognition Task; eERT1, hit rate for happy; eERT2, hit rate for sad; eERT3, hit rate for angry; eERT4, hit rate for fearful. iIM, increase Emotional Intensity Morphing Task; iIM1, detection threshold for happy; iIM2, detection threshold for sad; iIM3, detection threshold for angry; iIM4, detection threshold for fearful; iIM5, detection threshold for disgusted. dIM, decrease Intensity Morphing Task; dIM1, detection threshold for happy; dIM2, detection threshold for sad; dIM3, detection threshold for angry; dIM4, detection threshold for fearful; dIM5, detection threshold for disgusted. fAGN, Face Affective Go/NoGo Task; fAGN1, d-prime for ‘happy/neutral’; fAGN2, d-prime for ‘happy/sad’; fAGN3, d-prime for ‘neutral/happy’; fAGN4, d-prime for ‘neutral/sad’; fAGN5, d-prime for ‘sad/happy’; fAGN6, d-prime for ‘sad/neutral.’ (II) Motivation and Reward: RL, Reinforcement Learning Task; RL1, learning rate alpha for win condition; RL2, learning rate alpha for loss condition. MIR, Monetary Incentive Reward Task; MIR1, reaction time for win condition; MIR2, reaction time for loss condition. PR, Progressive Ratio Task. aCGT, adapted Cambridge Gambling Task; aCGT1, risk adjustment for win condition; aCGT2, risk adjustment for loss condition. (III) Social Cognition Domain: ME, Moral Emotions Task; ME1, guilt for agent; ME2, guilt for victim; ME3, shame for agent; ME4, shame for victim. SIP, Social Information Preference Task; SIP1, proportion thoughts; SIP2, proportion faces; SIP3, proportion facts. UG, Ultimatum Game.