@article{FatfoutaRentzschSchroederAbe2018, author = {Fatfouta, Ramzi and Rentzsch, Katrin and Schr{\"o}der-Ab{\´e}, Michela}, title = {Narcissus oeconomicus:}, series = {Journal of research in personality}, volume = {75}, journal = {Journal of research in personality}, publisher = {Elsevier}, address = {San Diego}, issn = {0092-6566}, doi = {10.1016/j.jrp.2018.05.002}, pages = {12 -- 16}, year = {2018}, abstract = {How do narcissists respond to monetary rewards and are there differences in fairness sensitivity between different facets of narcissism? The present study (N = 287) investigated these questions using the Ultimatum Game, a behavioral decision-making task involving the presentation of advantageous and disadvantageous financial offers. The results of multilevel modeling revealed that individual differences in narcissism modulated responders' game decisions: Individuals high in narcissism, particularly narcissistic rivalry, were more likely to accept monetary offers and this effect was even more pronounced for comparatively unfair offers. Results extend previous findings, suggesting that narcissists are hypersensitive to rewards and pay close attention how to maximize their personal profit rather than to enforce fairness norms.}, language = {en} } @article{LensingElsner2018, author = {Lensing, Johanna Nele and Elsner, Birgit}, title = {Development of hot and cool executive functions in middle childhood}, series = {Journal of experimental child psychology}, volume = {173}, journal = {Journal of experimental child psychology}, publisher = {Elsevier}, address = {New York}, issn = {0022-0965}, doi = {10.1016/j.jecp.2018.04.002}, pages = {187 -- 204}, year = {2018}, abstract = {Although middle childhood is an important period for the development of hot and cool executive functions (EFs), longitudinal studies investigating trajectories of childhood EF development are still limited and little is known about predictors for individual developmental trajectories. The current study examined the development of two typical facets of cool and hot EFs over a 3-year period during middle childhood, comparing a younger cohort (6- and 7-year-olds at the first wave [T1]; n = 621) and an older cohort (8- and 9-year olds at T1; n = 975) of children. "Cool" working memory updating (WM) was assessed using a backward digit span task, and "hot" decision making (DM) was assessed using a child variant of the Iowa Gambling Task. Linear latent growth curve analyses revealed evidence for developmental growth as well as interindividual variance in the initial level and rate of change in both EF facets. Initial level of WM was positively associated with age (both between and within cohorts), socioeconomic status, verbal ability, and processing speed, whereas initial levels of DM were, in addition to a (potentially age-related) cohort effect, exclusively predicted by gender, with boys outperforming girls. None of the variables predicted the rate of change, that is, the developmental trajectories. However, younger children, as compared with older children, had slightly steeper WM growth curves over time, hinting at a leveling off in the development of WM during middle childhood. In sum, these data add important evidence to the understanding of hot and cool EF development during middle childhood. (C) 2018 Elsevier Inc. All rights reserved.}, language = {en} } @article{LiuSchadKuschpeletal.2016, author = {Liu, Shuyan and Schad, Daniel and Kuschpel, Maxim S. and Rapp, Michael Armin and Heinz, Andreas}, title = {Music and Video Gaming during Breaks}, series = {PLoS one}, volume = {11}, journal = {PLoS one}, number = {3}, publisher = {Public Library of Science}, address = {Lawrence, Kan.}, issn = {1932-6203}, doi = {10.1371/JOURNAL.PONE.0150165}, pages = {1 -- 12}, year = {2016}, abstract = {Different systems for habitual versus goal-directed control are thought to underlie human decision-making. Working memory is known to shape these decision-making systems and their interplay, and is known to support goal-directed decision making even under stress. Here, we investigated if and how decision systems are differentially influenced by breaks filled with diverse everyday life activities known to modulate working memory performance. We used a within-subject design where young adults listened to music and played a video game during breaks interleaved with trials of a sequential two-step Markov decision task, designed to assess habitual as well as goal-directed decision making. Based on a neurocomputational model of task performance, we observed that for individuals with a rather limited working memory capacity video gaming as compared to music reduced reliance on the goal-directed decision-making system, while a rather large working memory capacity prevented such a decline. Our findings suggest differential effects of everyday activities on key decision-making processes.}, language = {en} }