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Cues to Lying May be Deceptive: Speaker and Listener Behaviour in an Interactive Game of Deception

机译:说谎的提示可能具有欺骗性:交互式欺骗游戏中的演讲者和听众行为

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摘要

Are the cues that speakers produce when lying the same cues that listeners attend to when attempting to detect deceit? We used a two-person interactive game to explore the production and perception of speech and nonverbal cues to lying. In each game turn, participants viewed pairs of images, with the location of some treasure indicated to the speaker but not to the listener. The speaker described the location of the treasure, with the objective of misleading the listener about its true location; the listener attempted to locate the treasure, based on their judgement of the speaker’s veracity. In line with previous comprehension research, listeners’ responses suggest that they attend primarily to behaviours associated with increased mental difficulty, perhaps because lying, under a cognitive hypothesis, is thought to cause an increased cognitive load. Moreover, a mouse-tracking analysis suggests that these judgements are made quickly, while the speakers’ utterances are still unfolding. However, there is a surprising mismatch between listeners and speakers: When producing false statements, speakers are less likely to produce the cues that listeners associate with lying. This production pattern is in keeping with an attempted control hypothesis, whereby liars may take into account listeners’ expectations and correspondingly manipulate their behaviour to avoid detection.
机译:说谎者说话时发出的提示是否与听众试图欺骗时听到的提示相同?我们使用了两人互动游戏来探讨语音和非语言暗示说谎的产生和感知。在每个回合中,参与者都观看了成对的图像,其中一些宝藏的位置指示给说话者,而不指示给听者。演讲者描述了宝藏的位置,目的是误导听众关于宝藏的真实位置。聆听者根据对说话者真实性的判断,试图找到宝藏。与以前的理解研究一致,听众的回答表明,他们主要参加与增加的心理困难有关的行为,这也许是因为在认知假设下躺着会导致认知负担增加。此外,鼠标跟踪分析表明,这些判断很快做出了,而说话者的言语仍在不断发展。但是,听者和说话者之间存在令人惊讶的不匹配:当产生虚假陈述时,说话者不太可能产生听者与说谎相关的线索。这种生产模式符合尝试的控制假设,即说谎者可以考虑听众的期望,并相应地操纵其行为以避免被发现。

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