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IF-THEN METHOD  - international version - [page 4] 

RESPONSE PATTERNS Each matrix game as shown in Figure 1 can have any one of the four "if-then forms". Therefore, it is logically possible to think of a total of 28x4 forms for all the matrix game situations prepared in this method. Figure 3 indicates two examples of the result of choices based on each of the four "if-then forms" corresponding to two games, "G07-3" and "G12". The first column in each example shows the nine normative social motives. The alternatives I and II in the figure refer to the choices logi- cally introduced when the player responds on the basis of a specific one among the nine normative mo- tives evoked in each "if-then form" for the respective matrix game. The vertical series of the nine alternatives for the nine motives in an "if-then form" is called the "response pattern" for the "if- then form", such as "II, I, I, II, I, II, II, I, I" for the form A-A in the matrix game "G07-3" or "I, II, I, II, I, II, I, II. II" for the form B-B in the matrix game "G12" as shown in Figure 3. As supposed easily from the examples shown in Figure 3, there are only 22 different patterns among a total of the possible 112 patterns obtained from all combinations for the 28 games and the four if - then forms. Particularly the forms A-B are perfectly the same for all 28 matrix games because of the identicality of the two values in the same cell. Moreover, both response patterns for the forms A-B and B-A show a series containing some undefined parts which are indicated with the mark "*". Inciden- tally, the form A-A has ten different kinds of response patterns in which two series contain the "*". The form A-B has on y one kind of series which contains "*" for the three motives, such as D+, D- and D0, as shown in Figure 3. For the form A-A, two patterns indicate the "*" for the two motives of S+ and S-. The form B-A has only two kinds of patterns which contain "*" for the three motives, such as S+, S-, and D0 for the 28 matrix games. Also the form B-B has ten kinds of patterns. In these ten patterns, two patterns contain the "*" for the two motives of S+ and S-, the same as the form A-A. Any combination of a matrix game and an if-then form corresponds to one of these 22 response patterns, as shown in Figure 4. Needless to say, any response pattern containing the mark "*" is essentially un- effective for detecting the motives. Therefore, several kinds of response patterns were eliminated from the tools for analyzing the subjects' responses because of the low effectiveness in the detecta- bility. Thus, we could get a total of 16 response patterns belonging to only the form A-A and the form B-B as effective tools. These 16 patterns differ from each other and have relatively high effective- ness. In Figure 4, the alternatives are conventionally described by numerals such as 1 (1=I) or 2 (2 =II).

Fig.3


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