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Fig 1.

Experimental protocol.

Left: social framing ("hide-and-seek" game). Right: non-social framing (gambling game). At each trial, participants have 1300 msec to pick one of the two options (social framing: wall or tree, non-social framing: left or right slot machine). Feedback is displayed for 1 sec; and includes the trial outcome (win or loss) and the actual winning option (social framing: character picture, non-social framing: three identical items).

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Fig 2.

Behavioural performance results.

Group average net rate of correct answers (y-axis) against the four opponent types (x-axis) for both framing conditions (blue: social, red: non-social) in both AS (left) and control (right) participants. Note: The net rate of correct answers is defined as (nc-ni)/(nc+ni), where nc and ni are the number of correct and incorrect responses, respectively. Hence, it is null when participants perform at chance level (50% accuracy). In this and all subsequent figures, error bars depict the standard error around the mean.

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Fig 2 Expand

Fig 3.

Model-based analysis of trial-by-trial choice sequences: ToM sophistication scores.

ToM sophistication scores are shown as a function of framing conditions (left: social, right: non-social) for both control (gray) and AS participants (back).

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Fig 4.

Model-based analysis of trial-by-trial choice sequences: Repertoire's flexibility.

The repertoire's flexibility is shown across framing conditions (left) and across repetitions (right) for both control (gray) and AS participants (back).

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Table 1.

Competitive payoff table (hider's payoff, seeker's payoff).

Participants play the role of the seeker, the opponent is the hider.

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Table 1 Expand