There are a number of serious and playful domains
where individuals repeatedly engage with others for mutually-exclusive
outcomes: there will be only one Prime Minister, only one sports team
atop of their respective league, only one victor following war. Games
represent microcosms of these larger environments by highlighting the
tension between evolutionary impulses such as win-stay and lose-shift,
and the need to avoid exploitation. I will discuss one particular game
space (Rock, Paper, Scissors) that has provided a number of insights
into how individuals might make themselves competitively vulnerable as
a result of experiencing sequential events, how positive and negative
outcomes lead to the self-allocation of decision-making time, and, how
certain heuristics appear both behaviourally and neutrally inflexible.
I will present some new work from the Re:Cognition Lab that looks at
performance variation against a variety of differently designed
computer opponents (unexploitable, exploiting, exploitable) within the
context of a ‘credit’ system where participants must occasionally
interrupt their own processing. To end, I will discuss some problems in
the media portrayal of such work, and future work that will attempt a
‘controlled demolition’ of previous findings.