Fig. 6. Design of experiment 3.
In experiment 3, each version of the tile game shared the following features: (i) the tile glowed when activated (instead of changing colors, as in experiments 1 and 2), (ii) was always set to .5, and (iii) was always set to 1. a Mixture game. Missing the tile results in a 50% chance of the tile turning red, indicating a $0.02 loss (i.e., a deduction of $0.02 from the player’s bonus fund), and a 50% chance of the tile turning gray (indicating no jackpot); M has three possible values (hit, gray, and red) and E has three possible values (jackpot, no jackpot, and penalty). b Punish game. Missing the tile results in a 100% chance of the tile turning red (indicating a $0.02 less); M has two possible values (hit and red) and E has two possible values (jackpot and penalty). c Neutral game. Missing the tile results in a 100% chance of the tile turning gray, indicating no jackpot; M has two possible values (hit and gray) and E has two possible values (jackpot and no jackpot). d Key statistics associated with each version of the game. The values of , expected value (EV), marginal value (), and the correlation between and () were computed analytically. The values for temporal difference prediction error () and value of information (VOI) correspond to the average output of 1,000 simulations. The values of skill-challenge balance (SCB) and controllability (CTRL) are the empirical means and standard errors obtained from self-report measures of the corresponding constructs. The largest value of each variable is highlighted in gray.