Gamification of Two Alternative Forced Choice: Validation based on Drift Diffusion Model and Individual Differences

Abstract

Two alternative forced choice (2AFC) paradigms, coupled with the unified analysis of accuracy and response times within specific decision theoretic frameworks, have provided a wealth of information regarding decision-making processes. One problem of associated experimental tasks is that they are typically not engaging and do not contain stimuli or task representations familiar to participants, resulting in contaminants in the data due to boredom and distraction. Furthermore, when investigating decision strategies, use of noisy stimulus attributes result in undesired variance in the perceptual process complicating the analysis and interpretation of results. To address these fundamental issues, we developed a 2AFC soccer game in which participants’ task is to score goals by making leftward or rightward shots after observing the trajectory of the goalkeeper within a trial. The goalkeeper’s location is repeatedly sampled from a normal distribution with a constant variance and a mean either to the left or right of the midpoint. We tested participants on three difficulty levels parameterized by the distance between the two means and expected the rate of evidence integration to decrease with increasing difficulty and after errors as characteristic of standard 2AFC tasks. Drift- diffusion model provided good fits to data, and their outputs confirmed our predictions outlined above. Furthermore, we found the evidence integration rates to be negatively correlated with individual differences in maladaptive perfectionism, but not in anxiety or obsessive-compulsive traits.

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Publication
In PsyArXiv
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