Liu et al. (2026), Study 3
LHC26_S3.RdParticipants performed in a online game where they had to find fruits given a set of three boxes, and would get a score for correctly detecting the box containing the fruit. Unknown to them, the game was rigged and they were given, along with their final score, a measure of how other people performed, to inform them whether they performed better or worst than other participants. Half of the participants were supposed to receive a bonus based on strong performance, as judged by algorithmic and human judges: they had t choose which among the two. The mediator is a measure of relative preference for their choice of judge.
Format
A data frame with 996 rows and 5 variables:
choice[factor] first choice for the judge, either
aiorhumanmediator[double] strength of preference (from 10 to zero) for the given choice
strength[factor] strength of the applicant, as given by the score relative to the reported average, either
highorlowgender[factor] gender of participant, either
maleorfemaleage[integer] age of participant
References
Liu, Q., Häubl, G. and N. Castelo (2026). Consumers with Weaker Applications Are Less Receptive to Algorithmic Evaluation, Journal of Consumer Research, doi:10.1093/jcr/ucag033