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

실험에서 사실주의

English

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개요

출처: 게리 레반도프스키,데이브 스트로메츠, 나탈리 시아로코-몬머스 대학교 의 연구소

이상적인 세계에서 연구원은 행동이 자연스럽게 발생하는 실제 환경에서 자신의 연구를 수행 할 것입니다. 예를 들어, 개인의 투표 행동에 어떤 영향을 미치는지 보고 싶다면 투표를 보는 것이 가장 좋습니다. 그러나 이러한 설정에 대한 연구는 항상 윤리적이거나 실용적인 것은 아닙니다. 또한, 연구원은 결과에 영향을 미치는 정확한 변수를 더 잘 파악하기 위해 설정을 더 잘 제어 할 수 있습니다.

연구원은 실험실에서 연구를 수행 해야 할 때, 그들은 평범한 리얼리즘을 최적화 하려고, 즉 그들은 실험실 실제 경험 처럼 느낄 수 있도록 할 수 있는 모든 것을. 이 비디오는 연구원이 실험실에서 평범한 리얼리즘을 어떻게 사용하여 긍정적인 레스토랑 리뷰가 식당의 팁 수준에 연결되어 있는지 여부를 결정하는 방법을 조사하는 2 그룹 디자인을 보여줍니다.

심리학 연구는 종종 다른 과학연구보다 더 높은 표본 크기를 사용합니다. 많은 수의 참가자가 연구 중인 인구가 더 잘 표현되고 인간의 행동을 연구하는 것과 함께 오차 범위가 충분히 고려되도록 하는 데 도움이 됩니다.

이 비디오에서는 각 조건에 대해 두 명의 참가자만 사용하여 이 실험을 시연합니다. 그러나, 결과에 나타난 바와 같이, 우리는 실험의 결론에 도달하기 위해 총 200 (각 조건에 대한 100) 참가자를 사용했다.

Procedure

1. 주요 변수를 정의합니다. 온라인 레스토랑 리뷰의 운영정의(즉,연구원이 개념에 의해 정확히 무엇을 의미하는지에 대한 명확한 설명)를 만듭니다. 이 실험을 위해 온라인 레스토랑 리뷰는 레스토랑에 대한 식당의 통찰력을 제공하는 웹 사이트에 제공되는 리뷰입니다. 긍정적인 리뷰는 4 개의 별 (5 점 만 점 중) 이상의 일반적인 등급을 제공하고 서비스를 칭찬하는 것?…

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! 

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