Bb5a31f81ClaimIntellectually recognizing the universal impermanence of difficult situations prevents individuals from assuming hardships will persist permanentlyAgreeDisagree
Bb5a31f81ClaimPast emotional conditioning can bias present-day perception and trigger defensive, impulsive reactionsAgreeDisagree
Bb5a31f81ClaimHigher dietary consumption of ultra-processed food in children is associated with impaired executive function, memory, learning, and emotional regulationAgreeDisagree
Bb5a31f81ClaimThe nucleus accumbens regulates reward processing and motivation in the human brainAgreeDisagree
Bb5a31f81ClaimThe sensory experience of smelling food during preparation triggers an increase in digestive enzyme secretionAgreeDisagree
Bb5a31f81ClaimHuman cognitive test performance peaks following seven hours of nightly sleep, deteriorating with both lesser and greater sleep amountsAgreeDisagree
Bb5a31f81ClaimCognitive psychologist Steven Pinker published historical statistical analyses showing long-term declines in global human violenceAgreeDisagree
Bb5a31f81ClaimNeuroimaging research conducted at the University of Wisconsin indicates meditation trains practitioners to observe chaotic mental activity as separate from the conscious observerAgreeDisagree
Bb5a31f81ClaimA player performing one step of strategic reasoning in the two-thirds of the average game chooses 33 based on the assumption that others choose 50 on averageAgreeDisagree
Bb5a31f81ClaimIn large-scale iterations of the two-thirds of the average game, choices of 33 and 22 appear far more frequently than choices of 1 or 0AgreeDisagree
Bb5a31f81ClaimTime discounting experiments evaluate intertemporal preferences by offering subjects choices between smaller immediate monetary rewards and larger delayed rewardsAgreeDisagree
Bb5a31f81ClaimStrategic reasoning depth in cognitive hierarchy games correlates positively with individual working memory capacityAgreeDisagree
Bb5a31f81ClaimLevel-zero players in cognitive hierarchy models make non-strategic decisions, such as picking random, salient, or lucky numbersAgreeDisagree
Bb5a31f81ClaimIn the 11-20 game, players choose an integer between 11 and 20, winning their chosen amount plus a bonus of 20 if their choice is one below their opponent'sAgreeDisagree
Bb5a31f81ClaimAmos Tversky and Daniel Kahneman introduced the concept of framing effects, where logically equivalent representations of an event alter decision-makingAgreeDisagree
Bb5a31f81ClaimIn a study by Eric Johnson, asking individuals their likelihood of surviving to age 75 produced probability estimates that did not sum to 100% with mortality likelihood estimatesAgreeDisagree
Bb5a31f81ClaimThe neural autopilot model posits that habit mode relies on retrieving the previous action and its absolute reward prediction error rather than re-evaluating optionsAgreeDisagree
Bb5a31f81ClaimIn the two-thirds of the average game, participants pick numbers from 0 to 100, and the winner is whoever is closest to two-thirds of the average chosen numberAgreeDisagree
Bb5a31f81ClaimAction slips occur when an individual automatically executes habitual routines despite environmental changes requiring conscious interventionAgreeDisagree