Exploring the impact of rewards on contextual cueing effect

Dublin Core

Title

Exploring the impact of rewards on contextual cueing effect

Creator

Wen Fan

Date

07/09/2022

Description

There is a huge amount of complex information about visual stimuli in the environment and the individual's visual processing system has a limited capacity to process this information, so selective attentional mechanisms prioritise the most valuable information. Fixed contextual cues in the environment help us to allocate attentional resources efficiently. In their study of context, Chun and Jiang proposed a contextual cueing effect (CC effect). This effect is likely to be an implicit learning resulting from selective attention. Specifically, subjects searched for the target faster in the repeated configuration than in the random configuration, as fixed contextual cues would help locate the target. It was found that this effect could be moderated by manipulating external motivation, i.e., reward. However, there is so far considerable debate as to whether high rewards can contribute to the cc effect, and whether rewards act on the cc effect or on the positional probability learning effect. The present experiment used a classical situational cueing task and a mixed between-*within group experimental design to explore the effect of reward on the contextual cueing effect.
The experimental results show that high rewards did not contribute more significantly to the cc effect than low rewards, but high rewards did facilitate the target probability learning effect.

Subject

contextual cueing effect, reward, selective attention

Source

Participants
Fifty-two Lancaster University students (20 identified as male and 32 as female; age M=23.9, SD=2.55 years, range: 19-33 years) participated in the experiment. Two participants were excluded from the final analysis (see below for details).
All participants had normal or corrected normal vision. Participants were informed that the three participants with the highest scores in the experiment would receive a £20 Amazon voucher as a reward. At the end of the experiment, the three participants with the highest scores had received their £20 Amazon vouchers by e-mail.
The experiment passed ethical review by the Department of Psychology at Lancaster University. All participants were shown a participant information sheet and signed a consent form to participate in this study prior to the start of the experiment. The Participant Debrief
Sheet was presented to participants at the end of the experiment.
Materials
The materials were created and presented with the Psychophysics Toolbox Version 3 (Brainard, 1997) MATLAB (MathWorks, Sherborn, MA) toolbox. The stimuli were displayed on an MS-Windows machine on a screen with 1920 × 1080 pixels resolution and 60 Hz refreshing rate.
Each display consists of 11 L-shaped and one T-shaped black 1.25° x 1.25° items, presented on a white background. The only T-shaped item in each display is the target, which has a 90° rotation clockwise (called left) or counterclockwise (called right). There were an equal number of times that the target was rotated to the left as it was rotated to the right across the experiment. The L-shaped distractors were randomly rotated by 0°, 90°, 180° or 270°. To increase the difficulty of the task (Jiang & Chun, 2001), the L-shaped items had a 4-pixel offset at the junction of the lines to make them similar to the T-shaped targets. In each display, all items were balanced within the quadrant of the display. This randomisation was carried out for each subject individually.

Experiment design
This experiment was conducted in a quiet testing room, with each subject alone in the room to complete the experiment. The experiment consisted of 20 training blocks. Each block consisted of 16 trials. Each trial began with a 0.5 second fixation cross, followed by a search display until the subject's manual response or reached the maximum response time limit of 6 seconds. Participants were asked to respond as quickly and accurately as possible, reporting the direction of the target by pressing C or N on the standard keyboard numeric keypad, respectively ("T" stems pointing left or right). Each of the 5 training blocks was divided into one epoch, for a total of four epoch, with subjects having a fixed 30 second rest period between epochs. The whole experiment will last about 40 minutes.
Participants will be given a score (points) after each test based on their reaction time (correct response within 2 seconds), i. e. the 'reward' for the experiment. Each subject is informed before the experiment that they will have a final score at the end of the experiment and that the top three participants with the highest scores will receive a £20 voucher. The experiment will use two reward conditions, a high (score*10) and a low (score*1) reward. In the high reward condition, the correct answer will be scored as (2000 - reaction time) *10. In the low reward condition, the correct answer will be scored as (2000 - reaction time) *1.
For each subject, eight positions in the imaginary ring were randomly selected as target positions. Each quadrant had an equal number of target positions. In each block, each target location was presented once in a repeated display and once in a new display in the same reward condition (twice in total). In the repeated display, the position and orientation of the distractor remained constant along with the target position, while in the new display both were changed randomly. In both the new and repeated displays, the target orientation was changed randomly so that no link could be made between the repeated configurations, target locations or reward values and specific responses.

The eight target positions were divided into two different categories: (1) four target positions were always combined with a high reward (score*10) in both repeated and new displays; (2) the other four target positions were always combined with a low reward (score*1) in both repeated and new displays. Therefore, the configurations in the repeated trials were also only ever paired with high or low rewards.
A mixed experiment design was used in this study, with the within-subjects factor being the feedback received after the subjects' responses. During the feedback phase of each trial, the score obtained for this experiment is displayed on the screen if the correct response is received within a time window of 2 seconds from the start of the display. The screen will also display whether this trial is a "10x bonus" one or a "normal trial". For trials with a correct response time of more than 2 seconds, no score is awarded, and the feedback is "too slow, 0 points" displayed in the centre of the screen. For trials with a reaction time of more than 6 seconds, 10,000 points will be deducted, and the feedback will be "Time out! Too slow, -10,000 points". For incorrect responses, 10,000 points will be deducted, and the feedback will be "Error! -10,000 points". The total number of points accumulated so far will be displayed below the feedback 1 second after feedback is presented.
This experiment also had a between-subjects design in which subjects were randomly divided into two groups, with the odd-numbered participants being the “instructed group”, and those in the instructed group will see a prompt in the centre of the screen before the start of each trial, informing them that the trial is a high or low reward condition. For the high reward condition, "10x BONUS trial!" will be displayed in the centre of the screen in green. For the low reward condition, "Normal trial" will be displayed in the centre of the screen in white. Participants in the even numbered group are in the "not instructed group". Subjects in the “not-instructed group” will not see a prompt in the centre of the screen before the start of each trial and will only see if they have received 10x the reward for their score during the feedback phase.

Publisher

Lancaster University

Format

Excel.csv
r_file.R
jasp_file.jasp

Identifier

Fan2022

Contributor

Jessica Andrew
Jack Ho

Rights

Open

Relation

none

Language

English

Type

Data

Coverage

LA14YW

LUSTRE

Supervisor

Tom Beesley

Project Level

MSc

Topic

Cognitive, Development

Sample Size

52 Lancaster University students
male = 20, female = 32

Statistical Analysis Type

ANOVA, Bayesian Analysis, T-Test

Files

Collection

Citation

Wen Fan, “Exploring the impact of rewards on contextual cueing effect,” LUSTRE, accessed April 20, 2024, https://www.johnntowse.com/LUSTRE/items/show/161.