Abstract
We used a simple problem-solving game task to study imitation and innovation in groups of participants. Guesses were composed of multiple elements with linear and interactive effects on score, and score feedback was provided after each of a number of rounds. Participants were allowed to view and imitate the guesses of others during each round, and the visibility of score information accompanying others’ guesses was manipulated in two conditions. When scores were not visible, social learning was impeded; participants were less efficient in their searching of the problem space and achieved lower performance overall. When scores were visible, results indicated a more equitable sharing of exploration among participants within groups as a result of selective imitation and cross-participant cumulative innovations, which were associated with higher performance.
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Wisdom, T.N., Goldstone, R.L. (2010). Social Learning and Cumulative Innovations in a Networked Group. In: Chai, SK., Salerno, J.J., Mabry, P.L. (eds) Advances in Social Computing. SBP 2010. Lecture Notes in Computer Science, vol 6007. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-12079-4_6
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DOI: https://doi.org/10.1007/978-3-642-12079-4_6
Publisher Name: Springer, Berlin, Heidelberg
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