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Create Conformity Game.md #271
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Percent change and confidence level, from 1 to 7, were independent variables and number of opposing messages was a dependent variable. Although expressed conviction declined continuously with increased numbers of people providing an opposing message, change was much less linear. As expected, very few people (less than 3% overall) changed when 4, 3, or even 2 others agreed with their position. However, when they received three or more opposing messages, substantially higher percentages (59%) of individuals changed their choice. Although individuals were surprisingly stubborn, weighting their own opinions highly even when faced with unanimous opposition, they were generally quite responsive to social influence. | ||
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## Incentives | ||
Each participant recieved a base payment, and then was paid $1 for predicting each answer of the majority. |
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Change to "Each participant received a base payment regardless of performance. Participants could then earn $1.00 each time they correctly predicted the majority answer.
To test predictions that social influence in a two-dimensional social geometry results in consolidation, clustering, and continuing diversity, the Conformity Game, which rewarded individuals for adopting the same position as the majority in their group thus motivating individuals to change and maximizing social influence, was constructed. | ||
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# References | ||
Paper: https://psycnet.apa.org/fulltext/1996-01769-008.html#s7 |
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Need to add a citation in here
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Latané, Bibb, and Todd L'Herrou. "Spatial clustering in the conformity game: Dynamic social impact in electronic groups." Journal of personality and social psychology 70.6 (1996): 1218.
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