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. 2019 Dec 3;10:2660. doi: 10.3389/fpsyg.2019.02660

TABLE 3.

Primary outcomes.

Mean SD Median IQR Range Skewness Floor effect Ceiling effect
Emotional Face Recognition Task: Face version
Accuracy (%) – Happy 85.45 13.63 90.00 15.00 20 to 100 –2.42∗∗∗ 0% 19%
Accuracy (%) – Sad 84.40 12.07 85.00 15.00 40 to 100 –1.31∗∗∗ 0% 12%
Accuracy (%) – Angry 60.60 13.26 65.00 15.00 15 to 80 –1.27∗∗∗ 0% 0%
Accuracy (%) – Fearful 82.00 11.87 85.00 15.00 45 to 100 –1.19∗∗∗ 0% 6%
Emotional Face Recognition Task: Eyes version
Accuracy (%) – Happy 78.15 16.46 80.00 20.00 20 to 100 –1.37∗∗∗ 0% 6%
Accuracy (%) – Sad 71.20 19.06 75.00 25.00 10 to 100 –0.46∗∗∗ 0% 5%
Accuracy (%) – Angry 66.20 11.81 65.00 20.00 40 to 90 –0.06∗∗ 0% 0%
Accuracy (%) – Fearful 75.35 15.01 77.50 16.25 5 to 100 –0.41∗∗∗ 0% 2%
Emotional Intensity Morphing Task: Increase condition
Detection threshold – Happy 7.61 2.10 7.50 3.00 2.75 to 13.33 0.21 0% 0%
Detection threshold – Sad 9.46 2.13 9.50 3.00 3.50 to 13.50 –0.45 0% 0%
Detection threshold – Angry 8.79 2.18 8.71 2.31 3.50 to 14.00 0.11 0% 0%
Detection threshold – Fearful 9.58 2.33 9.50 3.25 4.00 to 15.00 –0.12 2% 0%
Detection threshold – Disgusted 9.06 2.06 9.50 2.75 3.50 to 13.50 –0.44 0% 0%
Emotional Intensity Morphing Task: Decrease condition
Detection threshold – Happy 5.33 2.30 5.00 2.94 1.00 to 11.5 0.51 0% 6%
Detection threshold – Sad 5.47 1.73 5.50 2.19 1.75 to 10.25 0.29 0% 3%
Detection threshold – Angry 4.53 1.75 4.38 2.44 1.50 to 9.75 0.65∗∗ 0% 7%
Detection threshold – Fearful 5.17 1.59 5.00 2.00 1.00 to 10.25 0.37 0% 3%
Detection threshold – Disgusted 4.04 1.75 3.75 2.31 1.00 to 10.50 0.85∗∗ 0% 11%
Face Affective Go/NoGo
d-prime – Happy/Neutral 2.85 0.67 2.93 0.73 −0.80 to 3.29 –2.70∗∗∗ 0% 47%
d-prime – Happy/Sad 2.77 0.63 2.93 0.80 0 to 3.29 –1.60∗∗∗ 0% 38%
d-prime – Neutral/Happy 2.50 0.81 2.93 0.76 0 to 3.29 –1.32∗∗∗ 0% 19%
d-prime – Neutral/Sad 2.15 0.86 2.17 1.28 0 to 3.29 –0.63∗∗∗ 0% 11%
d-prime – Sad/Happy 2.69 0.62 2.93 0.80 0.78 to 3.29 –1.23∗∗∗ 0% 29%
d-prime – Sad/Neutral 2.05 1.01 2.17 1.28 −2.49 to 3.29 –1.61∗∗∗ 0% 6%
Reinforcement Learning Taska
Alpha – Win condition 0.23 0.33 0.02 0.40 0.00 to 1.00 1.33∗∗∗ 32% 0%
Alpha – Loss condition 0.43 0.38 0.29 0.73 0.00 to 1.00 0.41∗∗∗ 32% 0%
Monetary Incentive Reward Task
Reaction time (ms) – Win condition 17.41 18.94 16.13 26.15 −30.3 to 72.87 0.05
Reaction time (ms) – Loss condition 18.73 18.45 16.67 25.88 −27.52 to 84.65 1.38
Progressive Ratio Task
Breakpoint (trials) 316.77 148.33 424.50 251.00 1 to 436 –0.83∗∗∗ 2% 48%
Adapted Cambridge Gambling Task
Risk adjustment – Win condition 1.72 1.09 1.93 1.40 −0.56 to 3.56 –0.60∗∗ 0% 0%
Risk adjustment – Loss condition 2.21 0.92 2.43 1.26 −0.71 to 3.64 –0.84∗∗∗ 0% 0%
Moral Emotions Task
Guilt – Agent 5.86 0.78 6.04 0.66 4.58 to 7.00 –2.08∗∗∗ 0% 1%
Guilt – Victim 1.59 0.53 1.42 0.61 1.00 to 3.39 1.48∗∗∗ 10% 0%
Shame – Agent 5.74 0.80 5.87 1.00 2.42 to 7.00 –1.35∗∗∗ 0% 1%
Shame – Victim 1.97 0.70 1.91 1.00 1.00 to 4.42 0.78∗∗ 8% 0%
Social Information Preference Task
Information (%) – Thoughts 55.17 13.01 56.25 12.50 0.00 to 75.00 –1.64∗∗∗ 1% 2%
Information (%) – Faces 11.52 11.38 7.81 10.16 0.00 to 57.81 1.83∗∗∗ 5% 0%
Information (%) – Facts 33.31 9.34 32.81 10.94 7.81 to 57.81 –0.09 0% 0%
Prisoner’s Dilemma
Proportion steals (%) – Cooperative 20.56 29.00 0.00 33.33 0 to 100 1.35∗∗∗ 55% 5%
Proportion steals (%) – Tit-for-two-tat 25.56 32.84 0.00 52.78 0 to 100 0.89∗∗∗ 54% 4%
Proportion steals (%) – Aggressive 35.00 32.03 33.33 66.67 0 to 100 0.3∗∗∗ 33% 3%
Ultimatum Game
Average acceptance rate (%) 61.07 26.64 59.52 42.26 14.29 to 100 0.01∗∗∗ 0% 14%

Mean, standard deviation (SD), median, interquartile range (IQR), range, and skewness are reported for the primary outcomes of the 11 EMOTICOM tasks. Shapiro–Wilks tests were used to assess normality of data; non-normal distribution of data is denoted with asterisks next to skewness (p < 0.05, ∗∗p < 0.01, ∗∗∗p < 0.001). Note, mean and SD should be used as reference for normally distributed outcomes while median and IQR should be used as reference for non-normally distributed outcomes. Floor and ceiling effects are presented as percentage of test subjects who achieved the minimum score (floor effect) or maximum score (ceiling effect). aN = 68, as 32 participants performed below chance level, violating the assumptions of the reinforcement learning algorithm used to determine the alpha value.