Vinsamlegast notið þetta auðkenni þegar þið vitnið til verksins eða tengið í það: http://hdl.handle.net/1946/19429
Gneezy´s interpersonal cheap talk game was addressed in an Icelandic campus, on the first time with mood inducement. Researchers intended to found out more about human honesty and dishonesty associated with either temporary happy or sad mood. The results of the study were supporting the outcome of previous mood-induced economic experiments, marginal, but significant difference found between the mood effects and dishonesty: students, who were assigned to watch a sad movie and were senders, were more likely to send true, finance related message to receivers than those who were assigned to watch a happy movie. Participants were justifying dishonest messages with the small amount of money that was offered for distribution in the experiment.
|BSc Thesis for print and sent to Skemma.pdf||606.27 kB||Lokaður til...11.05.2025||Heildartexti|