2012
DOI: 10.1098/rspb.2012.0500
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Is there evidence for automatic imitation in a strategic context?

Abstract: Over the past decade, a compelling number of studies reported that observing an action makes the imitation of that action more likely. The automatic character of human imitative behaviour was often claimed, but rarely tested. The demonstration of the absence of conscious control has been attempted in a recent report claiming that imitation can occur in the rock -paper-scissors (RPS) game, where strategic players should avoid imitating their opponents. This surprising result could serve as strong evidence that … Show more

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Cited by 7 publications
(22 citation statements)
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“…significant incentives to avoid it and, as explained below, close examination of Cook et al's methods reveals that their subjects were given only very weak incentives to avoid imitation: little more than one British penny, less than 3 US cents per 60-game match. Second, a subsequent study using a similar procedure failed to replicate the results of the Cook et al experiment (19).…”
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confidence: 40%
See 1 more Smart Citation
“…significant incentives to avoid it and, as explained below, close examination of Cook et al's methods reveals that their subjects were given only very weak incentives to avoid imitation: little more than one British penny, less than 3 US cents per 60-game match. Second, a subsequent study using a similar procedure failed to replicate the results of the Cook et al experiment (19).…”
mentioning
confidence: 40%
“…All SEs are clustered at the pair level. To look for effects of timing and experience, we ran such regressions not only for the full sample, but also splitting the sample into games played early (games 1-10) in a pairing and late (games [11][12][13][14][15][16][17][18][19][20], and then further splitting the sample into games played early in a pairing and late, interacted with whether The P values correspond to a one-tailed t test (H 0 : frequency = 50%, H A : frequency > 50%).…”
Section: Resultsmentioning
confidence: 99%
“…To dissociate between slow and fast opponents, players played against a confederate that was instructed to adjust its behavior across blocks. The confederate was instructed to act as a slow player in block 1 (games 1-4) and block 3 (games 9-12) and act as a fast player in block 2 (games 5-8) and block 4 (games [13][14][15][16]. The difference between slow and fast acts consisted of the adjustment of reaction times and movement distances.…”
Section: Methodsmentioning
confidence: 99%
“…13 and 14; but see ref. 15 for contrary evidence). In these studies, the opponent's actions had direct consequences for the player's payoff in the game.…”
mentioning
confidence: 99%
“…The players of the same study also preferred to use one of the gestures over the other ones (rock: 36%). Aczel et al (2012) also found in their replication, as well as in the original study, that the three gestures were not equally shown in the games, players presenting higher frequency of scissors. These frequency differences can be problematic since even without being significant they can result in a rate of draws significantly higher than chance.…”
mentioning
confidence: 85%