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IF-THEN METHOD  - international version - [page 3] 

NORMATIVE MODEL OF SOCIAL MOTIVES A total of nine normative models of social motives concerning the so-called "social motivation" appearing in the game situations were constructed as shown in Figure 2, viz., "individualism (A+), "masochism" (A-), "altruism" (B+), "aggression" (B-), "cooperation" (S+), "sadomasochism" (S-), "comp- etition"(D+), "martyrdom" (D-) and the "equalitarianism" (DO), which are often used in psychological game research. The symbol A, B, S or D in the figure refer to one of the respective four "derived matrices introduced from the basic matrix. Concretely, Matrix A is the matrix of the 2x2 type con- sisting of only four values corresponding to the own gains in the original basic matrix. Matrix B con- sists of only four values of the other's gains. Matrix S consists of only four values which are the respective summation of the two gains for both players in each cell. Matrix D consists of four values which are the respective differences between the gains for both players in each cell. The marks "+" and "-" mean the tendency of selecting either of the alternatives, I or II, corresponding to the cell containing a higher or lower score in the two comparable cells in each derived matrix. The mark "0" for a motive on the basis of Matrix D means the tendency of responding to the alternatives containing the cell which is as near to a zero score as possible. Therefore, for example, the social motive called "individualism" (A+) means a tendency corresponding to both an egotistic motivation" and an "ascending motivation" as a criterion of the classification shown in Figure 2. The social motive called "martyrdom" (D-) means the tendency corresponding to an altruistic motivation and a compara- tive motivation". Moreover, the social motive called "sadomasochism" (S-) means the tendency corres- ponding to both a "coactive motivation" and a "descending motivation" in this model. By the way, the parenthesized terms are the names used in the "IF-THEN method (version 2. 1)" which was originally con- structed for Japanese subjects.

Fig.2

IF-THEN FORMS In the process of constructing the "IF-THEN method", a certain formality called the "if-then pro- cedure" is adopted. The name of this method originated from this procedure. This formality was adopted in order to realize a certain technical restriction on the subjects' possible responses. Now, conven- tionally. Iet us describe the two alternatives prepared for a subject as the "Row Player" as alterna- tives I and II" and the two alternatives prepared for the opposite player as the "Column Player" as alternatives A and B" which correspond to I and II, respectively. The "if-then procedure" means that the task given to the subject is represented in a form of the following sentence. That is: "If you choose alternative I for each payoff matrix as a decision task in the problem given to you, the other player would surely select alternative A (or B). Conversely, if you choose alternative II for the same matrix, the other player would surely select alternative A (or B). Which would you like to choose, alternative I or II, for the payoff matrix under this condition ?" As seen easily in this sentence, this procedure creates that a specific situation where the oppo- site player can always select his/her own alternatives after the subject chooses his/her alternative as supposed in the "IF-THEN method". The above example corresponds to one of the forms called the "A-A form" among the four kinds of "if-then forms", namely, A-A, A-B, B-A and B-B.

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