TABLE 3.
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.