JoVE 과학 교육
Experimental Psychology
JoVE 비디오를 활용하시려면 도서관을 통한 기관 구독이 필요합니다.  전체 비디오를 보시려면 로그인하거나 무료 트라이얼을 시작하세요.
JoVE 과학 교육 Experimental Psychology
Realism in Experimentation
  • 00:00개요
  • 00:52Experimental Design
  • 01:53Running the Experiment
  • 03:03Representative Results
  • 03:36Applications
  • 04:24Summary

Il realismo nella sperimentazione

English

소셜에 공유하기

개요

Fonte: Laboratori di Gary Lewandowski,Dave Strohmetz e Natalie Ciarocco—Monmouth University

In un mondo ideale i ricercatori condurrebbero i loro studi in contesti del mondo reale in cui i comportamenti accadono naturalmente. Ad esempio, se vuoi vedere cosa influenza il comportamento di voto delle persone, sarebbe meglio guardarle votare. Tuttavia, la ricerca in questi contesti non è sempre etica o addirittura pratica. Inoltre, un ricercatore potrebbe desiderare un maggiore controllo sull’impostazione per individuare meglio le variabili esatte che influenzano un risultato.

Quando i ricercatori hanno bisogno di condurre studi in un laboratorio, cercano di ottimizzare il realismo mondano, il che significa che fanno tutto il possibile per far sentire il laboratorio come un’esperienza di vita reale. Questo video dimostra un design a due gruppi che esamina come i ricercatori usano il realismo banale in un laboratorio per determinare se le recensioni positive dei ristoranti sono collegate al livello di mancia dei commensali.

Gli studi psicologici spesso utilizzano campioni di dimensioni superiori rispetto agli studi in altre scienze. Un gran numero di partecipanti aiuta a garantire che la popolazione in studio sia meglio rappresentata e che il margine di errore accompagnato dallo studio del comportamento umano sia sufficientemente tenuto in considerazione.

In questo video, dimostriamo questo esperimento usando solo due partecipanti, uno per ogni condizione. Tuttavia, come rappresentato nei risultati, abbiamo utilizzato un totale di 200 (100 per ogni condizione) partecipanti per raggiungere le conclusioni dell’esperimento.

Procedure

1. Definire le variabili chiave. Creare una definizione operativa(ad es., una chiara descrizione di ciò che un ricercatore intende per concetto) delle recensioni di ristoranti online. Ai fini di questo esperimento, le recensioni dei ristoranti online sono recensioni fornite su un sito Web che offrono approfondimenti dei commensali sul ristorante. Una recensione positiva è quella che dà una valutazione generale di 4 stelle (su 5) o superiore e si complimenta anche con il servizio.</li…

Results

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).

내레이션 대본

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! 

Tags

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