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The Morra Game as a Naturalistic Test Bed for Investigating Automatic and Voluntary Processes in Random Sequence Generation
Morra is a 3,000-years-old hand game of prediction and numbers. The two players reveal their hand simultaneously, presenting a number of fingers between 1 and 5, while calling out a number between 2 and 10. Any player who successfully guesses the summation of fingers revealed by both players scores...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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Frontiers Media S.A.
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7541701/ https://www.ncbi.nlm.nih.gov/pubmed/33071869 http://dx.doi.org/10.3389/fpsyg.2020.551126 |
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author | Delogu, Franco Barnewold, Madison Meloni, Carla Toffalini, Enrico Zizi, Antonello Fanari, Rachele |
author_facet | Delogu, Franco Barnewold, Madison Meloni, Carla Toffalini, Enrico Zizi, Antonello Fanari, Rachele |
author_sort | Delogu, Franco |
collection | PubMed |
description | Morra is a 3,000-years-old hand game of prediction and numbers. The two players reveal their hand simultaneously, presenting a number of fingers between 1 and 5, while calling out a number between 2 and 10. Any player who successfully guesses the summation of fingers revealed by both players scores a point. While the game is extremely fast-paced, making it very difficult for players to achieve a conscious control of their game strategies, expert players regularly outperform non-experts, possibly with strategies residing out of conscious control. In this study, we used Morra as a naturalistic setting to investigate the necessity of attentive control in generation of sequence of items and the ability to proceduralize random number generation, which are both a crucial defensive strategy in Morra and a well-known empirical procedure to test the central executive capacity within the working memory model. We recorded the sequence of numbers generated by expert players in a Morra tournament in Sardinia (Italy) and by undergraduate students enrolled in a course-based research experience (CRE) course at Lawrence Technological University in the United States. Number sequences generated by non-expert and expert players both while playing Morra and in a random number generation task (RNGT) were compared in terms of randomness scores. Results indicate that expert players of Morra largely outperformed non-experts in the randomness scores only within Morra games, whereas in RNGT the two groups were very similar. Importantly, survey data acquired after the games indicate that expert players have very poor conscious recall of their number generation strategies used during the Morra game. Our results indicate that the ability of generating random sequences can be proceduralized and do not necessarily require attentive control. Results are discussed in the framework of the dual processing theory and its automatic-parallel-fast vs. controlled-sequential-slow polarities. |
format | Online Article Text |
id | pubmed-7541701 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-75417012020-10-17 The Morra Game as a Naturalistic Test Bed for Investigating Automatic and Voluntary Processes in Random Sequence Generation Delogu, Franco Barnewold, Madison Meloni, Carla Toffalini, Enrico Zizi, Antonello Fanari, Rachele Front Psychol Psychology Morra is a 3,000-years-old hand game of prediction and numbers. The two players reveal their hand simultaneously, presenting a number of fingers between 1 and 5, while calling out a number between 2 and 10. Any player who successfully guesses the summation of fingers revealed by both players scores a point. While the game is extremely fast-paced, making it very difficult for players to achieve a conscious control of their game strategies, expert players regularly outperform non-experts, possibly with strategies residing out of conscious control. In this study, we used Morra as a naturalistic setting to investigate the necessity of attentive control in generation of sequence of items and the ability to proceduralize random number generation, which are both a crucial defensive strategy in Morra and a well-known empirical procedure to test the central executive capacity within the working memory model. We recorded the sequence of numbers generated by expert players in a Morra tournament in Sardinia (Italy) and by undergraduate students enrolled in a course-based research experience (CRE) course at Lawrence Technological University in the United States. Number sequences generated by non-expert and expert players both while playing Morra and in a random number generation task (RNGT) were compared in terms of randomness scores. Results indicate that expert players of Morra largely outperformed non-experts in the randomness scores only within Morra games, whereas in RNGT the two groups were very similar. Importantly, survey data acquired after the games indicate that expert players have very poor conscious recall of their number generation strategies used during the Morra game. Our results indicate that the ability of generating random sequences can be proceduralized and do not necessarily require attentive control. Results are discussed in the framework of the dual processing theory and its automatic-parallel-fast vs. controlled-sequential-slow polarities. Frontiers Media S.A. 2020-09-24 /pmc/articles/PMC7541701/ /pubmed/33071869 http://dx.doi.org/10.3389/fpsyg.2020.551126 Text en Copyright © 2020 Delogu, Barnewold, Meloni, Toffalini, Zizi and Fanari. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Delogu, Franco Barnewold, Madison Meloni, Carla Toffalini, Enrico Zizi, Antonello Fanari, Rachele The Morra Game as a Naturalistic Test Bed for Investigating Automatic and Voluntary Processes in Random Sequence Generation |
title | The Morra Game as a Naturalistic Test Bed for Investigating Automatic and Voluntary Processes in Random Sequence Generation |
title_full | The Morra Game as a Naturalistic Test Bed for Investigating Automatic and Voluntary Processes in Random Sequence Generation |
title_fullStr | The Morra Game as a Naturalistic Test Bed for Investigating Automatic and Voluntary Processes in Random Sequence Generation |
title_full_unstemmed | The Morra Game as a Naturalistic Test Bed for Investigating Automatic and Voluntary Processes in Random Sequence Generation |
title_short | The Morra Game as a Naturalistic Test Bed for Investigating Automatic and Voluntary Processes in Random Sequence Generation |
title_sort | morra game as a naturalistic test bed for investigating automatic and voluntary processes in random sequence generation |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7541701/ https://www.ncbi.nlm.nih.gov/pubmed/33071869 http://dx.doi.org/10.3389/fpsyg.2020.551126 |
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