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Social cognition tests you can run online

Social cognition tests measure how people read and respond to social information.

29 tests, 1 to 13 minutes each. 10 are timed and 4 have evidence grade A or B.

Social cognition tests

Time per participant
Participant device
Timing

Timed tests depend on exact timing, so they run only on desktops and laptops.

Evidence grade
What the grades mean
A
at least 25 papers report its test-retest reliability and at least 25 registered clinical studies use it as an outcome
B
at least 8 test-retest papers, and either 5 registered clinical studies or 150 reliability or validity papers
C
at least 2 test-retest papers, 30 reliability or validity papers or 3 registered clinical studies
D
little published measurement evidence found

Grades describe the published research on each task, not ConductCognition's version of it.

Use grade
What the grades mean
A
1,000 or more papers from 2021 to 2025
B
300 to 999 papers from 2021 to 2025
C
100 to 299 papers from 2021 to 2025
D
30 to 99 papers from 2021 to 2025
E
fewer than 30 papers from 2021 to 2025

Grades describe the published research on each task, not ConductCognition's version of it.

Research area
Main score
Participant language
More

Filter and sort

Time per participant
Participant device
Timing

Timed tests depend on exact timing, so they run only on desktops and laptops.

Evidence grade
What the grades mean
A
at least 25 papers report its test-retest reliability and at least 25 registered clinical studies use it as an outcome
B
at least 8 test-retest papers, and either 5 registered clinical studies or 150 reliability or validity papers
C
at least 2 test-retest papers, 30 reliability or validity papers or 3 registered clinical studies
D
little published measurement evidence found

Grades describe the published research on each task, not ConductCognition's version of it.

Use grade
What the grades mean
A
1,000 or more papers from 2021 to 2025
B
300 to 999 papers from 2021 to 2025
C
100 to 299 papers from 2021 to 2025
D
30 to 99 papers from 2021 to 2025
E
fewer than 30 papers from 2021 to 2025

Grades describe the published research on each task, not ConductCognition's version of it.

Research area
Main score
Participant language
More

29 tests

  • Flowers
    or
    Pleasant
    Insects
    or
    Unpleasant
    tulip
    E
    I
    Seven blocksD score
    Sort words with E and I as the pairings change
    Most used, strongest evidence

    Implicit Association Test (IAT)

    Measures how strongly two concepts are linked in memory from how fast people sort words when the concepts share a response key. The default version pairs flowers and insects with pleasant and unpleasant words.

    5 to 7 minutes · Desktop or laptop

    AEvidence1,497 papers, down 3%
  • HappySadAngryAfraidSurprisedDisgustedNeutral
    Percent correctUnbiased hit rateConfusion matrix
    Choose the emotion each emoji face shows

    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.

    4 to 6 minutes · Desktop, tablet or phone

    BEvidence1,197 papers, up 47%
  • Both A3 and 3
    You A, partner B0 and 5
    You B, partner A5 and 0
    Both B1 and 1
    Choose A
    Choose B
    You chose A and your partner chose A.
    Cooperation rateReply to the partner
    Choose A or B each round with the same partner

    Repeated Prisoner's Dilemma

    Measures cooperation over time: in repeated rounds, the participant and a programmed partner each choose to cooperate or defect, where defecting pays more in any one round but mutual cooperation pays more than mutual defection.

    3 to 5 minutes · Desktop, tablet or phone

    CEvidence865 papers, down 2%
  • You send
    4
    Partner receives
    12
    You receive 15. Send back:
    015
    Share sentShare returned
    Send points, then send points back

    Trust Game

    Measures trust and trustworthiness: the participant sends points to programmed partners, who receive three times the amount, and decides how much to send back when a partner sends to them.

    4 to 7 minutes · Desktop, tablet or phone

    CEvidence794 papers, up 3%
  • You have 20 points. Put in:
    020
    You8
    Member A10
    Member B6
    Member C12
    Project total times 1.657.6
    Mean contributionConditional cooperation
    Put points into a group project each round

    Public Goods Game

    Measures cooperation in a group: in each round the participant and three programmed members each put part of 20 points into a project that is multiplied by 1.6 and shared equally.

    7 to 10 minutes · Desktop, tablet or phone

    CEvidence778 papers, up 10%
  • You keep
    7
    Other person gets
    3
    010
    Share givenEqual split
    Split points with an anonymous person
    Shortest

    Dictator Game

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

    1 to 3 minutes · Desktop, tablet or phone

    BEvidence771 papers, up 8%
  • Ultimatum

    Ultimatum Game

    Measures responses to unfair offers: the participant accepts or rejects splits of 10 points offered by programmed partners, where a rejection leaves both with nothing.

    3 to 6 minutes · Desktop, tablet or phone

    CEvidence592 papers, about the same
  • Moral Dilemmas

    Moral Dilemma Task

    Measures judgments about causing harm for a greater good. Participants read 10 sacrificial dilemmas, each in a version where the harmful action saves five people and a version where it brings only a minor benefit, and judge whether the action is appropriate. The scenarios are in English.

    8 to 10 minutes · Desktop, tablet or phone

    CEvidence508 papers, up 50%
  • Ball Toss

    Ball-Toss Game

    Studies responses to being included or left out: the participant tosses a ball with two programmed players, who share the throws or stop throwing to the participant, then estimates the share of throws they got.

    3 to 5 minutes · Desktop, tablet or phone

    CEvidence358 papers, up 15%
  • SVO

    Social Value Orientation

    Measures how a person weighs points for themselves against points for another person: six choices along lines of nine splits give an angle in degrees and one of four types.

    2 to 4 minutes · Desktop, tablet or phone

    CEvidence348 papers, up 20%
  • Evaluative Conditioning

    Evaluative Conditioning Task

    Measures how liking for a shape changes after it appears beside a liked or disliked picture. Participants rate abstract shapes, watch each one beside pictures of food, spoiled food or everyday objects, and rate the shapes again. Some pictures show spoiled food.

    8 to 10 minutes · Desktop, tablet or phone

    CEvidence315 papers, down 22%
  • Gaze Cueing

    Gaze Cueing Task

    Measures how attention follows where a face looks. A line drawing of a face looks left or right, then a letter appears on the side it looks at or on the other side. The gaze does not predict the side, yet responses are usually faster when the letter appears where the face looks.

    8 to 10 minutes · Desktop or laptop

    CEvidence304 papers, up 2%
  • Social Discounting

    Social Discounting Task

    Measures how much the value of a gift falls with social distance. Participants imagine a list of the 100 people closest to them and choose between money for themselves alone and $75 for person #N alone, at seven distances from #1 to #100. Adjusting choices give the amount worth as much as each gift, and a hyperbola fitted to those amounts gives the social discount rate k.

    3 to 5 minutes · Desktop, tablet or phone

    CEvidence277 papers, down 3%
  • Third-Party Punishment
    Papers rising fastest

    Third-Party Punishment Game

    Measures costly punishment by an unaffected observer: programmed allocators split 100 points with programmed receivers, and the participant may spend points to deduct three times as many from the allocator.

    3 to 6 minutes · Desktop, tablet or phone

    DEvidence256 papers, up 72%
  • False Belief

    False Belief Stories

    Measures how well adults keep track of what someone wrongly believes. Participants read short stories in which a person's belief, or a photo, map or sign, goes out of date, and mark one statement after each story as true or false. The main score is percent correct on the belief stories. The stories are in English.

    8 minutes · Desktop, tablet or phone

    CEvidence253 papers, down 22%
  • Approach-Avoidance

    Approach-Avoidance Task

    Measures the pull to approach pleasant words and avoid unpleasant ones. A small figure stands above or below a word, and participants walk it toward the word or away with the arrow keys. In one part they approach pleasant words and in the other unpleasant words; responses are usually faster when the movement matches the word's valence.

    7 to 9 minutes · Desktop or laptop

    CEvidence251 papers, up 6%
  • Evaluative Priming

    Evaluative Priming

    Measures how a brief good or bad picture speeds or slows the judgment of the next one. A prime emoji flashes for 200 ms, and participants then judge a target emoji as good or bad. The main score is the response time difference between mismatched and matched trials.

    5 to 6 minutes · Desktop or laptop

    CEvidence243 papers, down 17%
  • Scrambled Sentences

    Scrambled Sentences Test

    Measures how people resolve ambiguous words in research. Participants tap five of six scrambled words to make a sentence that can read as positive or negative, while holding a six-digit number and working against a time limit. The main score is the percent of valid sentences that are negative. The words are in English.

    6 to 8 minutes · Desktop, tablet or phone

    BEvidence148 papers, up 49%
  • SRET

    Self-Referential Encoding Task

    Measures how people take in positive and negative information about themselves. Participants decide whether each of 48 trait words describes them, then type the words they remember in a recall test they were not told about.

    7 to 9 minutes · Desktop, tablet or phone

    CEvidence145 papers, up 16%
  • BIAT

    Brief Implicit Association Test

    Measures how strongly plants and buildings are each linked with good from how fast people sort pictures when one of them shares a key with happy faces. Two categories are named in each short block; participants press I for pictures of either and E for anything else.

    4 to 6 minutes · Desktop or laptop

    CEvidence143 papers, up 5%
  • Minimal Group

    Minimal Group Task

    Measures in-group favoritism in groups made from nothing: guesses of dot numbers place a person in one of two groups, then twelve choices share points between a member of each group. Scores are pull scores of the Tajfel matrices.

    5 to 7 minutes · Desktop, tablet or phone

    DEvidence96 papers, up 55%
  • IRAP

    Implicit Relational Assessment Task

    Measures how readily people confirm or deny a relation from how fast they answer when a rule asks for the usual relation and when it asks for the reverse. A word (pleasant or unpleasant) and a picture of a fruit or an insect appear with the answers similar and opposite, and the rule switches every block.

    8 to 12 minutes · Desktop or laptop

    CEvidence89 papers, down 36%
  • AMP

    Affect Misattribution Task

    Measures how the feeling left by a brief picture carries over to judgments of an unfamiliar drawing. A happy face, a sad face or a gray square flashes before each drawing, and participants judge whether the drawing is more or less pleasant than average.

    4 to 6 minutes · Desktop or laptop

    CEvidence88 papers, down 21%
  • Beauty Contest

    Beauty Contest Game

    Measures steps of strategic reasoning. In each round the participant and 9 simulated players pick a number from 0 to 100, and the number closest to two thirds of the average wins points. The main score is the first-round guess, read as steps of reasoning about the others.

    4 to 7 minutes · Desktop, tablet or phone

    DEvidence63 papers, up 11%
  • Director

    Director Task

    Measures how well people use another person's view to follow instructions. A drawn director, a computer program, asks for objects to be moved on shelves where some slots are hidden from the director; on critical instructions the best fit from the participant's side is an object the director cannot see. The main score is the share of those instructions answered with the wrong object, with a part that has a rule and no director for comparison.

    8 to 12 minutes · Desktop, laptop or tablet

    DEvidence54 papers, up 20%
  • Die Roll

    Die-Roll Task

    Measures honest reporting at the group level. Before each roll of an on-screen die, the participant privately thinks of a number from 1 to 6, then reports whether the die showed it; each match earns points. Chance predicts a match on 1 roll in 6, and the test never learns the number.

    4 to 6 minutes · Desktop, tablet or phone

    DEvidence35 papers, up 30%
  • GNAT

    Go/No-Go Association Task

    Measures how strongly a category is linked with good or bad from how well people pick out its pictures when they share a response with happy or with sad faces. Participants press the space bar within a deadline for pictures of fruit or insects and of one kind of face, and do nothing for the others.

    8 to 10 minutes · Desktop or laptop

    CEvidence34 papers, down 13%
  • Dot Perspective

    Dot Perspective Task

    Measures how another person's view and one's own interfere. A drawn room shows red dots on its walls and a person facing one wall. Participants check a number against the dots they see, or against the dots the person sees. The main score is the altercentric interference: how much slower one's own judgments are when the person sees fewer dots.

    9 to 11 minutes · Desktop or laptop

    DEvidence30 papers, up 200%
  • Point Subtraction

    Point Subtraction Aggression Task

    Measures how often people take points away from a partner who takes points from them, when doing so earns them nothing. The partner is a computer program that follows set rules. Participants earn points by pressing a key 100 times, take a point from the partner with 10 presses, or protect their points with 10 presses.

    12 to 13 minutes · Desktop or laptop

    CEvidence28 papers, up 4%

How often researchers use them

Papers that name each test, counted for our test census. Tests counted together share a bar. Counts and grades describe the published research on each task, not ConductCognition's version of it.

Papers that name the test, 2021 to 2025Social cognition, most used first
  1. Implicit Association Test (IAT)1,497 papers
  2. Emoji Emotion Recognition1,197 papers
  3. Repeated Prisoner's Dilemma865 papers
  4. Trust Game794 papers
  5. Public Goods Game778 papers
  6. Dictator Game771 papers
  7. Ultimatum Game592 papers
  8. Moral Dilemma Task508 papers
  9. Ball-Toss Game358 papers
  10. Social Value Orientation348 papers
  11. Evaluative Conditioning Task315 papers
  12. Gaze Cueing Task304 papers
  13. Social Discounting Task277 papers
  14. Third-Party Punishment Game256 papers
  15. False Belief Stories253 papers
  16. Approach-Avoidance Task251 papers
  17. Evaluative Priming243 papers
  18. Scrambled Sentences Test148 papers
  19. Self-Referential Encoding Task145 papers
  20. Brief Implicit Association Test143 papers
  21. Minimal Group Task96 papers
  22. Implicit Relational Assessment Task89 papers
  23. Affect Misattribution Task88 papers
  24. Beauty Contest Game63 papers
  25. Director Task54 papers
  26. Die-Roll Task35 papers
  27. Go/No-Go Association Task34 papers
  28. Dot Perspective Task30 papers
  29. Point Subtraction Aggression Task28 papers

Source: ConductCognition test census 0.14.0, counted 31 October 2026 from OpenAlex and ClinicalTrials.gov.

See the counts for every test

Show the numbers
Papers and grades for each social cognition test
TestPapers, 2021 to 2025Compared with 2016 to 2020Use gradeEvidence grade
Implicit Association Test (IAT)1,497Down 3%AA
Emoji Emotion Recognition1,197Up 47%AB
Repeated Prisoner's Dilemma865Down 2%BC
Trust Game794Up 3%BC
Public Goods Game778Up 10%BC
Dictator Game771Up 8%BB
Ultimatum Game592About the sameBC
Moral Dilemma Task508Up 50%BC
Ball-Toss Game358Up 15%BC
Social Value Orientation348Up 20%BC
Evaluative Conditioning Task315Down 22%BC
Gaze Cueing Task304Up 2%BC
Social Discounting Task277Down 3%CC
Third-Party Punishment Game256Up 72%CD
False Belief Stories253Down 22%CC
Approach-Avoidance Task251Up 6%CC
Evaluative Priming243Down 17%CC
Scrambled Sentences Test148Up 49%CB
Self-Referential Encoding Task145Up 16%CC
Brief Implicit Association Test143Up 5%CC
Minimal Group Task96Up 55%DD
Implicit Relational Assessment Task89Down 36%DC
Affect Misattribution Task88Down 21%DC
Beauty Contest Game63Up 11%DD
Director Task54Up 20%DD
Die-Roll Task35Up 30%DD
Go/No-Go Association Task34Down 13%DC
Dot Perspective Task30Up 200%DD
Point Subtraction Aggression Task28Up 4%EC
What the grades mean
Use grade
A: 1,000 or more papers from 2021 to 2025
B: 300 to 999 papers from 2021 to 2025
C: 100 to 299 papers from 2021 to 2025
D: 30 to 99 papers from 2021 to 2025
E: fewer than 30 papers from 2021 to 2025
Evidence grade
A: at least 25 papers report its test-retest reliability and at least 25 registered clinical studies use it as an outcome
B: at least 8 test-retest papers, and either 5 registered clinical studies or 150 reliability or validity papers
C: at least 2 test-retest papers, 30 reliability or validity papers or 3 registered clinical studies
D: little published measurement evidence found

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  • All 225 tests

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