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).