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Pretending not to know

Matan Mazor 🙈, Chaz Firestone 🙉 & Ian Phillips 🙊

Experimental Design in Exp. 1 (upper panel) and 2 (lower panel). In non-pretend games, players revealed ships by guessing cells in a grid (A) or revealed a word by guessing letters (D). In pretend games, we marked ship locations with a cross (B) and revealed the target word from the start (E), but asked players to play as if they didn’t have this information. Lastly, players watched replays of the games of previous players and guessed which were pretend games (C and F).

A series of experiments looking at people's ability to pretend they don't know something.

Data

Raw data from all four experiments is available on the project's OSF repository: osf.io/zma9b/.

Analysis Scripts

All pre-registered analyses, exploratory analyses, and the paper itself in a data-to-paper Rmarkdown format are available in the 'docs' subdirectory.

The outputs of the scripts are available in gitbook format (both preregistered and exploratory analyses).

Experiment demos

You can try demos of the two experiments, as experienced by our participants.

Pre-registration and pre-registration time-locking 🕝🔒

OSF pre-registrations are available for Battleship and Hangman.

To ensure preregistration time-locking (in other words, that preregistration preceded data collection), we employed randomization-based preregistration. We used the SHA256 cryptographic hash function to translate our preregistered protocol folder (including the pre-registration document) to a string of 256 bits. These bits were then combined with the unique identifiers of single subjects, and the resulting string was used as seed for initializing the Mersenne Twister pseudorandom number generator prior to determining all random aspects of the experiment, including the order of game boards (grid configurations or target words) presented to participants, and their assignment of boards to experimental conditions. This way, experimental randomization was causally dependent on, and therefore could not have been determined prior to, the specific contents of our preregistration document (Mazor, Mazor & Mukamel, 2019).

Exp. 1: Battleship

protocol folder

protocol sum: 60c270410375e8a192468fc1a0e9c93da60d5e203eb2760b621a8631a26f4c5c

relevant pre-registration lines of code

Exp. 2: Hangman

protocol folder

protocol sum: c4929c7fe33df1b7b52f15c789d98eab30a9cee09a8121807a3c59e28e7430a4

relevant pre-registration lines of code

⚠️ Notice that the due to an error in the experimental code, only the second batch of Hangman participants was effectively time-locked. See here.