JoVE Science Education
Experimental Psychology
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JoVE Science Education Experimental Psychology
Realism in Experimentation
  • 00:00Vue d'ensemble
  • 00:52Experimental Design
  • 01:53Running the Experiment
  • 03:03Representative Results
  • 03:36Applications
  • 04:24Summary

実験におけるリアリズム

English

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Vue d'ensemble

ソース: ゲイリー Lewandowski デイブ Strohmetz ナタリー Ciarocco 所-マンモス大学

理想の世界で研究者は行動が自然に起こる現実の世界設定で自分の研究を行うことになります。たとえば、個人の投票行動に影響を与えるものを参照してくださいする場合は、それは投票それらを見るためにベストでしょう。ただし、これらの設定の研究は常に倫理的または実用的な。さらに、研究者より良い結果に影響を与えている正確な変数を特定するための設定をより細かく制御を必要があります。

研究者は研究室で研究を実施する必要があります、彼らは、彼らがラボを実体験のように感じるようにできることはすべて行うことを意味する世俗的なリアリズムを最適化ましょう。このビデオでは、研究者が研究室でレストランのレビューが正かどうかを決定するため世俗的なリアリズムを使用する方法を検査する 2 つのグループ デザイン チップのダイナーのレベルに接続されているを示します。

心理学的研究は、しばしば他の科学研究よりも高いサンプル サイズを使用します。多数の参加者により検討中の人口が適切に表現し、人間の行動を研究することによって伴うエラーのマージンは十分に考慮します。

このビデオでは、この実験条件ごとに 1 つだけ 2 つの参加者を示しています。しかし、結果で表される、我々 は 200 (100 条件) の合計を使用実験の結論に到達する参加者。

Procédure

1. 主要な変数を定義します。 オンライン レストランのレビューの運用の定義 (すなわち、まさにどのような研究者の手段概念の明確な説明) を作成します。 この実験の目的は、オンライン レストランのレビューは、レストランにダイナースの洞察力を提供する、ウェブサイト上で提供レビューをされています。 肯定的なレビューは、(5) の 4 つの星の評価また…

Résultats

Data were collected from 200 participants overall during a different instance of this study. This large number of participants helps to ensure that the results are reliable.  If this research were conducted using just two participants, it’s likely that the results would have been much different, and not reflective of the greater population. A t-test was performed for independent means comparing the positive review condition to the negative review condition to see how they influenced tip amount (Figure 4).

Figure 4
Figure 4. Tip amount by condition. Shown is the mean tip amount, represented by the percentage of the bill, from participants who read positive or negative restaurant reviews before watching a subpar dining service. 

Applications and Summary

Some tipping experiments can occur in actual restaurants. For example, Guéguen and Jacob studied how the color of a waitresses’ tee shirt influenced tipping.1 To do this, servers at five restaurants wore red, blue, black, yellow, green, or white shirts. The results indicated that servers who wore red tee shirts received higher tips, but only when the customer was a male. In another study, Stohmetz et al. showed that customers who received candy with their bill tipped more than those who did not.2

The use of mundane realism in research is particularly common when researchers want to study variables that cannot be easily manipulated for ethical or practical reasons.

Because it is often impractical to conduct experimental studies in casinos, gambling researchers commonly have participants come to a laboratory to gamble in a simulated setting. For example, researchers wanted to determine if gamblers’ beliefs in their own skill level or rituals influenced gambling behavior on a slot machine.3 Their results indicated that perceived skills (e.g., a false sense of control) led participants to want to continue gambling following a near-miss; however, ritual beliefs (e.g., superstitions) did not influence desire to continue playing. 

References

  1. Guéguen, N., & Jacob, C. Clothing color and tipping: Gentlemen patrons give more tips to waitresses with red clothes. Journal of Hospitality & Tourism Research. 38(2), 275-280. doi:10.1177/1096348012442546 (2014).
  2. Strohmetz, D. B., Rind, B., Fisher, R., & Lynn, M. Sweetening the till: The use of candy to increase restaurant tipping. Journal of Applied Social Psychology., 32(2), 300-309. doi:10.1111/j.1559-1816.2002.tb00216.x (2002).
  3. Billieux, J., Van der Linden, M., Khazaal, Y., Zullino, D., & Clark, L. Trait gambling cognitions predict near‐miss experiences and persistence in laboratory slot machine gambling. British Journal of Psychology. 103 (3), 412-427. doi:10.1111/j.2044-8295.2011.02083.x (2012).

Transcription

Conducting research in a realistic setting is optimal, but unfortunately, is not always ethical or even practical.

For example, researchers cannot simply march into a voting booth and observe what factors influence individuals’ voting behaviors.

Instead, they can create realism in the laboratory by designing an authentic voting experience, which includes questioning and observing the exact variables that might influence the study’s outcome.

Using a realistic setting, this video will demonstrate how to design, conduct, analyze, and interpret an experiment that investigates whether restaurant reviews are related to a diner’s level of tipping.

In this experiment, a realistic restaurant setting is designed to allow the researcher to manipulate how restaurant reviews—positive and negative— influence participants’ dining behavior.

For the positive review group, participants are asked to read a critique that compliments the service. In contrast, the negative review group is asked to read a critique that condemns the service.

After reading one of the reviews, participants are then shown a video that depicts a dining scenario with subpar service and must imagine themselves as one of the diners and the researcher as the server.

Once the video is over, participants are given a bill for the imagined meal. The dependent variable is the amount of money left as a tip.

Thus, participants who read the positive review are hypothesized to be more forgiving of the subpar service and offer a higher tip than diners who read the negative review.

To begin the study, meet the participant at the lab door and welcome them into the Hawk Villa restaurant. Guide all participants through the consent process and discuss the overall plan for the session.

After the participant consents to the experiment, give them a wallet containing $136.10, divided into specific bill and coin amounts.

Randomly divide participants to one of two experimental groups by handing them either a positive or negative review.

When the participants finish reading the reviews, have them watch a video depicting a dining scene. Instruct the participants to imagine themselves as the diner and the researcher as the server.

After showing the video, return to the table with the bill.

Once the participant places money in the billfold, return to the table and ask if they need any change.

To conclude the experiment, debrief the participant and explain why simulating a restaurant in the lab was necessary for the experiment.

To analyze the data, first count the money each participant placed in the billfold. Subtract the bill total of $44.67 from the amount the participant left to calculate the tip amount. Then, calculate the tip percentage.

To visualize the data, graph the mean tip percentages by group. Notice that participants in the positive review condition tipped higher than those in the negative review condition.

Now that you are familiar with how to optimize realism within a laboratory environment, let’s take a look at how you can apply this approach to other forms of research.

Driving simulators are often used in the laboratory to safely investigate driving ability in individuals with visual deficits or those under the influence of a substance, such as alcohol.

In addition, researchers can study navigational skills in individuals by examining task performance in a simulated real-world environment.

Finally, researchers have adapted dance movements to engage patients who express poor mobility and balance, such as those with Parkinson’s disease, and subsequently monitored changes in motor performance.

You’ve just watched JoVE’s introduction to using realism in laboratory experiments. Now you should have a good understanding of how to design and conduct this type of study, and how to calculate results and apply the phenomenon conducting research using realistic settings.

Thanks for watching! 

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JoVE Science Education Database. JoVE Science Education. Realism in Experimentation. JoVE, Cambridge, MA, (2023).