JoVE Educazione Scientific
Experimental Psychology
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JoVE Educazione Scientific Experimental Psychology
Realism in Experimentation
  • 00:00Panoramica
  • 00:52Experimental Design
  • 01:53Running the Experiment
  • 03:03Representative Results
  • 03:36Applications
  • 04:24Summary

Realismus in Experimenten

English

Condividere

Panoramica

Quelle: Laboratorien von Gary Lewandowski, Dave Strohmetz und Natalie Ciarocco — Monmouth Universität

In einer idealen Welt würde Forscher ihr Studium in der realen Welt Einstellungen durchführen, wo Verhalten natürlich passieren. Zum Beispiel, wenn Sie möchten sehen, was Wahlverhalten der Bürger beeinflusst, wäre es am besten, sie stimmen zu beobachten. Forschung in diesen Einstellungen ist jedoch nicht immer, ethischen oder sogar praktisch. Darüber hinaus kann ein Forscher wollen mehr Kontrolle über die Einstellung, besser die genaue Variablen genau zu bestimmen, die ein Ergebnis beeinflussen.

Wenn Forscher Studien in einem Labor durchführen müssen, versuchen sie zu weltlichen Realismus zu optimieren, was bedeutet, dass sie alles tun, um das Labor, die Lust auf einer Real-Life-Erfahrung zu machen. Dieses Video zeigt eine zwei-Gruppe-Design, die untersucht, wie Forscher nutzen weltlichen Realismus in einem Labor um zu bestimmen, ob positive Bewertungen zu Restaurants, Diners Schutzniveau Trinkgeld verbunden sind.

Psychologische Studien verwenden oft höhere Stichprobenumfänge als Studien in anderen Wissenschaften. Eine große Anzahl von Teilnehmern wird sichergestellt, dass die Bevölkerung unter Studie besser vertreten und die Fehlerspanne begleitet durch das Studium des menschlichen Verhaltens ist ausreichend entfielen.

In diesem Video zeigen wir dieses Experiment mit nur zwei Teilnehmern, eine für jede Bedingung. Da jedoch in den Ergebnissen vertreten, wir verwendet insgesamt 200 (100 für jede Bedingung) Teilnehmer des Experiments Schlussfolgerungen zu erreichen.

Procedura

1. definieren Sie Schlüsselvariablen. Erstellen Sie eine operationale Definition (d.h., eine klare Beschreibung der genau was ein Forscher Mittel durch ein Konzept) der Online-Bewertungen und Fotos. Für die Zwecke dieses Experiments sind Bewertungen und Online-Bewertungen auf einer Website zur Verfügung gestellt, die Diners Einblicke in das Restaurant zu bieten. Eine positive Bewertung ist eine, die eine allgemeine Bewertung von 4 Sternen (von 5) oder höher und den Dienst auc…

Risultati

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. 

Riferimenti

  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).

Trascrizione

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