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  1. Home
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  3. /Social Cognition Battery
  4. /Guide

Battery guide

Social Cognition Battery guide

Four tasks of emotion recognition, intent attribution, understanding indirect requests and giving, for social cognition research.

Guide version
1.2.0
Battery version
1.0.0
Research use only

ConductCognition, https://conductcognition.com/batteries/social-cognition/guide

Back to the battery

On this page

  1. What it measures
  2. Tests in order
  3. Time and devices
  4. Languages
  5. How to give it
  6. How each test is scored
  7. Session quality rules
  8. Published norms used
  9. How to cite

What it measures

Who it is for: Social cognition research.

It measures Emotion recognition from faces, Hostile attribution of intent, Understanding indirect requests and Giving to others.

Social cognition: Reading and responding to social information.

Scores describe how a person performs on these tasks. Research use only.

Tests in order

The tests run in this order. A study started from the battery keeps the order and the settings.

1. Emoji Emotion Recognition. Measures how accurately people name the emotion a face shows. The faces are emoji from one freely licensed set, shown one at a time, and participants choose happy, sad, angry, afraid, surprised, disgusted or neutral.

2. Everyday Intent Task. Measures how often people choose a hostile explanation for an ambiguous act. Participants read short scenes about everyday mishaps and choose the explanation that seems more likely. The score describes choices on these scenes.

3. Indirect Hints Task. Measures how well people understand a hint: what someone means when they ask for something without saying it. Participants read short scenes that end with a hint and choose what the speaker means from four choices. After a miss, the scene goes on with a plainer hint and the question is asked again. The main score is hint points as a percent of the most possible. The scenes are in English.

4. Dictator Game. Measures giving: the participant splits an amount between themselves and an anonymous person who has no say in the split.

Tests in order
OrderTestDomainTime
1Emoji Emotion RecognitionSocial cognition4 to 6 minutes
2Everyday Intent TaskSocial cognition4 to 6 minutes
3Indirect Hints TaskSocial cognition8 minutes
4Dictator GameSocial cognition1 to 3 minutes

Time and devices

Allow about 23 minutes for the whole battery. The table gives each test's time.

Participants can use a desktop or laptop, tablet or phone.

On a desktop or laptop the screen must be at least 1024 by 700 pixels.

A tablet or phone needs a screen of at least 360 by 640 pixels.

On phones and tablets, each test is compared only with sessions on the same kind of device. A test shows a percentile there once that reference group holds 50 valid sessions in the participant's age band; until then the report shows raw scores and says so.

Participants need Chrome, Edge, Firefox or Safari.

Time and devices
TestTimingDevices
Emoji Emotion RecognitionUntimedDesktop or laptop, tablet or phone
Everyday Intent TaskUntimedDesktop or laptop, tablet or phone
Indirect Hints TaskUntimedDesktop or laptop, tablet or phone
Dictator GameUntimedDesktop or laptop, tablet or phone

Languages

Runs in English only: Indirect Hints Task keeps its words and sentences in English.

How to give it

Start a study from the battery in the app. The tests, their order and their settings are already set and stay fixed. If you change, reorder or customize a test, the study becomes a custom study and no longer carries the battery.

Each test opens with its instructions. Participants see these:

Emoji Emotion Recognition: Each face is an emoji. Choose the emotion it shows from the same seven words each time. There is no time limit.

Everyday Intent Task: Read each scene. Choose the explanation that seems more likely. There is no right or wrong answer and no time limit.

Indirect Hints Task: Read each short scene and choose what the person means. If your first choice is not the best one, the scene goes on with one more line. Then choose again.

Dictator Game: Split an amount between yourself and another person you will not meet. The other person gets what you give and has no say. The amounts are hypothetical unless your study pays.

How to give it
StepBefore you invite participants
1Recruit participants who read English well.
2Tell participants that the amounts in the sharing task are not paid out, unless your protocol pays them.
3Ask participants to take the battery in one quiet sitting, without help.
4Pilot the battery yourself on the kind of device your participants will use.

How each test is scored

The server scores each test when the participant finishes it. The primary score is the one the app compares with a norm. The other scores are reported with it.

Every result records its scoring version. For this battery they are Emoji Emotion Recognition 1.0.0, Everyday Intent Task 1.0.0, Indirect Hints Task 1.0.0 and Dictator Game 1.0.0.

How each test is scored
TestScoreWhat it isBetter
Emoji Emotion RecognitionPercent Correct (%, primary)Percent of answered test trials labeled with the emotion the emoji shows. Chance is 14.3% (1 in 7).Higher is better
Emoji Emotion RecognitionMean Unbiased Hit Rate (proportion)Mean of the unbiased hit rates of the emotions shown.Higher is better
Emoji Emotion RecognitionPercent Correct, Happy (%)Percent of happy trials labeled happy.Higher is better
Emoji Emotion RecognitionPercent Correct, Sad (%)Percent of sad trials labeled sad.Higher is better
Emoji Emotion RecognitionPercent Correct, Angry (%)Percent of angry trials labeled angry.Higher is better
Emoji Emotion RecognitionPercent Correct, Afraid (%)Percent of afraid trials labeled afraid.Higher is better
Emoji Emotion RecognitionPercent Correct, Surprised (%)Percent of surprised trials labeled surprised.Higher is better
Emoji Emotion RecognitionPercent Correct, Disgusted (%)Percent of disgusted trials labeled disgusted.Higher is better
Emoji Emotion RecognitionPercent Correct, Neutral (%)Percent of neutral trials labeled neutral.Higher is better
Emoji Emotion RecognitionUnbiased Hit Rate, Happy (proportion)Wagner's unbiased hit rate for happy: hits squared divided by (happy trials x times happy was chosen). 0 when no happy trial was labeled happy.Higher is better
Emoji Emotion RecognitionUnbiased Hit Rate, Sad (proportion)Wagner's unbiased hit rate for sad, computed the same way.Higher is better
Emoji Emotion RecognitionUnbiased Hit Rate, Angry (proportion)Wagner's unbiased hit rate for angry, computed the same way.Higher is better
Emoji Emotion RecognitionUnbiased Hit Rate, Afraid (proportion)Wagner's unbiased hit rate for afraid, computed the same way.Higher is better
Emoji Emotion RecognitionUnbiased Hit Rate, Surprised (proportion)Wagner's unbiased hit rate for surprised, computed the same way.Higher is better
Emoji Emotion RecognitionUnbiased Hit Rate, Disgusted (proportion)Wagner's unbiased hit rate for disgusted, computed the same way.Higher is better
Emoji Emotion RecognitionUnbiased Hit Rate, Neutral (proportion)Wagner's unbiased hit rate for neutral, computed the same way.Higher is better
Emoji Emotion RecognitionConfusion MatrixAnswers for each emotion shown and word chosen, keyed shown:chosen, for example afraid:surprised.Informational
Emoji Emotion RecognitionMedian Correct RT (ms)Median time from the face to a correct answer, over answers at or after 100 ms.Context for the scores
Emoji Emotion RecognitionAnticipationsAnswers under 100 ms. They still count for accuracy.Context for the scores
Emoji Emotion RecognitionLongest Run of One Word (trials)Most consecutive answers with the same word.8 or more is flagged for review
Everyday Intent TaskHostile Explanations (%, primary)Hostile explanations as a percent of recognized answers.Higher means more hostile interpretations of these scenes
Everyday Intent TaskBenign Explanations (%)Benign explanations as a percent of recognized answers.Higher means more benign interpretations of these scenes
Everyday Intent TaskHostile ChoicesNumber of hostile explanations selected.Descriptive
Everyday Intent TaskBenign ChoicesNumber of benign explanations selected.Descriptive
Everyday Intent TaskMedian Response Time (ms)Median time to read and choose, excluding answers under 100 ms.Compare within one device type
Everyday Intent TaskScenes AnsweredScenes with a recognized answer.Completion
Everyday Intent TaskScenes SetScenes planned for the session.Informational
Everyday Intent TaskAnswer Rate (%)Answered scenes as a percent of those planned.Below 75% invalidates
Everyday Intent TaskAnticipationsAnswers under 100 ms.Lower supports interpretation
Indirect Hints TaskHint Score (%, primary)Points as a percent of the most possible: 2 for the meaning at the first hint, 1 at the second, 0 otherwise.Higher is better
Indirect Hints TaskHint Points (points)The points themselves. The 10 scenes of the standard session allow 20.Higher is better
Indirect Hints TaskUnderstood at First Hint (%)Percent of scenes where the meaning was chosen at the first hint.Higher is better
Indirect Hints TaskUnderstood at Second Hint (%)Of the scenes that went on to the plainer hint, the percent where the meaning was chosen there.Higher is better
Indirect Hints TaskFace-Value Answers (%)Percent of first answers that took the hint at face value.Informational
Indirect Hints TaskMedian Time to a Right First Answer (ms)Median time from the scene's appearance to a right first answer, reading included.Informational
Indirect Hints TaskQuick First AnswersFirst answers within 3 seconds of the scene appearing, too soon to have read it.At least half invalidates
Indirect Hints TaskScenes Shown (items)Scenes the session reached.Informational
Indirect Hints TaskScenes Set (items)Scenes the session set out to show.Informational
Indirect Hints TaskAnticipationsAnswers under 100 ms.Lower supports interpretation
Dictator GameShare Given (proportion, primary)Amount given as a proportion of the amount to split, averaged over decisions.Higher means more giving
Dictator GameAmount Given (points)Amount given, averaged over decisions, in the task's units (points as standard).Higher means more giving
Dictator GameGave Nothing (proportion)Share of decisions that gave nothing.Informational
Dictator GameEqual Split (proportion)Share of decisions that gave exactly half.Informational
Dictator GameGave Everything (proportion)Share of decisions that gave the whole amount.Informational
Dictator GameComprehension Check1 when the question about the example split was answered correctly, 0 when not.1 supports interpretation

Session quality rules

The app checks every session when it scores it and records one of four states.

An Invalid session stays in the study's results, labelled with its reason, and does not count toward norms.

A session can carry warnings and still be valid. The results list the warnings next to the scores.

Session quality rules
StateWhat it means
Norm-readyThe session passed every check and a norm exists for it, so the app can show a percentile.
Raw-onlyThe scores are usable, but the app shows no percentile. Typical reasons are no norm for the test, changed settings, or a warning that makes a comparison unfair, such as a restart or a screen too short for the display.
Invalid technicalThe setup broke the timing or the task. Examples are leaving full screen, a browser tab that lost focus during a timed test, and long pauses.
Invalid behavioralThe responses suggest the task was not done as asked. Examples are a failed attention check, repeated switching away from the task, and accuracy at or below chance on a choice task.

Published norms used

No published norm is used for any test in this battery.

ConductCognition also builds norms from its own participants. An age band of a test uses them once it holds at least 50 valid sessions on the same device and input type, run with standard settings and scored with the current scoring version. Sessions from paying customers' studies and from clinical or patient samples do not count.

A report shows a percentile only when the app has stored one for that session. Otherwise it shows the raw scores.

Every reference group covers ages 18 and over. No reference group covers a participant under 18, so their report shows raw scores only, and their sessions do not count toward norms.

How to cite

ConductScience, Inc. Social Cognition Battery guide, version 1.2.0. ConductCognition. https://conductcognition.com/batteries/social-cognition/guide

Cite the guide version you used. Name the battery version (1.0.0) and the scoring versions listed in this guide.

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