Utrecht University A Matter of Matching: How goals and primes affect self-agency experiences Anouk van der Weiden, Kirsten I. Ruys, & Henk Aarts Journal of Experimental Psychology: General; 2012 Introduction The experience of causing ones own actions and resulting outcomes has been shown arise when outcomes match either a conscious intention or an outcome prime (e.g., Aarts, Custers, & Wegner, 2005; Sato, 2009). Yet, other than outcome primes, goals evoke control processes that deal with monitoring and feedback processing (e.g., Carver & Scheier, 1998), processes that may be important when outcomes mismatch one’s goal. Goals and primes may thus differ in their effects on experiences of self-agency over mismatching outcomes. Methods In three experiments, employing both spatial (Exp. 1 & 3) and semantic (Exp. 2) tasks, participants repeatedly performed actions that could lead to multiple outcomes. Importantly, the computer could also determine the outcome randomly. In reality, the computer always determined the outcomes. Results EXPERIMENT 1 6,0 EXPERIMENT 2 4,5 prime goal goal 5,5 4 5,0 Over each outcome, participants were asked to what extent they felt that they were the one that caused the presented outcome. prime 4,5 3,5 4,0 3,5 3 3,0 Self-agency was manipulated by pre-activating (by means of conscious intentions versus outcome primes) an outcome that matched or mismatched the actual outcome fully (Exp. 1 & 2) or to varying degrees (Exp. 3), just before performing the action and observing the outcome. 2,5 2,5 match match mismatch mismatch Matching Matching EXPERIMENT 3 6,0 Warning/ Warning/ (goal) goal Prime 1x interval interval Start cue Start cue PAY ATTENTION 7x mask mask Goal 5,5 (prime) prime mask mask Stop at SOAP START interval interval YDJSK 3000 ms 3000 ms SOAP 500 500 ms ms Until Until response response 1x mask mask interval PQOWI Stop Stop cue cue HDIJEM CZKFID 170 ms 170 ms 30 30 ms ms 170 170 ms ms mask mask LDGAIZ empty empty SWPJLV 30 30 ms ms effect effect 5,0 STOP 170 170 ms ms SOAP 30 30 ms ms 170 170 ms ms Until Until response response 100 100 ms ms 1000 1000 ms ms 4,5 TIME Spatial task where stopping the moving squares causes the participant’s and the computer’s square to stop on a certain location. Yet, only one of the locations is presented as an outcome, rendering the cause of the outcome ambiguous. Semantic task where a rapid succession of letter strings ostensibly masks the alternation of four outcome words (glass, soap, chalk, book). Stopping the sequence, causes it to stop on one of the four outcome words (cf., like a slot machine in which one stops rapidly rolling symbols by pushing a button). Participants believed that the outcomes were either the result of their own reaction time or that is was randomly determined by the computer. 4,0 3,5 match mismatch1 Discussion Goals affect experienced self-agency according to an all-or-none principle. Only when outcomes fully match the goal, people experience self-agency. When merely primed with the outcome, however, people experience selfagency over a range of outcomes, depending on whether they are associated with the primed outcome. This divergence has important implications for current models on the emergence of self-agency experiences and for processes associated with goal-achievement, such as emotion and motivation. mismatch2 mismatch3 mismatch4 Matching References Aarts, H., Custers, R., & Wegner, D. M. (2005). On the inference of personal authorship: Enhancing experienced agency by priming effect information. Consciousness and Cognition, 14, 439-458. Carver, C. S., & Scheier, M. F. (1998). On the self-regulation of behavior. New York, NY: Cambridge University Press. Sato, A. (2009). Both motor prediction and conceptual congruency between preview and action-effect contribute to explicit judgment of agency. Cognition, 110, 74-83.
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