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. 2022 Apr 26;13:2252. doi: 10.1038/s41467-022-29742-2

Fig. 6. Design of experiment 3.

Fig. 6

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) pM(hit) was always set to .5, and (iii) pEMjackpothit 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 I(M;E), expected value (EV), marginal value (ΔV), and the correlation between M and E (φc(M,E)) were computed analytically. The values for temporal difference prediction error (δM) 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.