Related Experiment Video
Updated: Apr 11, 2026

Measurement of Fronto-limbic Activity Using an Emotional Oddball Task in Children with Familial High Risk for Schizophrenia
Published on: December 2, 2015
The Anterior Insula Tracks Behavioral Entropy during an Interpersonal Competitive Game
Hideyuki Takahashi1, Keise Izuma2, Madoka Matsumoto3
1Brain Science Institute, Tamagawa University, Machida, Tokyo, Japan; Graduate School of Engineering, Osaka university, Suita city, Osaka, Japan.
Abstract:
In competitive situations, individuals need to adjust their behavioral strategy dynamically in response to their opponent's behavior. In the present study, we investigated the neural basis of how individuals adjust their strategy during a simple, competitive game of matching pennies. We used entropy as a behavioral index of randomness in decision-making, because maximizing randomness is thought to be an optimal strategy in the game, according to game theory. While undergoing functional magnetic resonance imaging (fMRI), subjects played matching pennies with either a human or computer opponent in each block, although in reality they played the game with the same computer algorithm under both conditions. The winning rate of each block was also manipulated. Both the opponent (human or computer), and the winning rate, independently affected subjects' block-wise entropy during the game. The fMRI results revealed that activity in the bilateral anterior insula was positively correlated with subjects' (not opponent's) behavioral entropy during the game, which indicates that during an interpersonal competitive game, the anterior insula tracked how uncertain subjects' behavior was, rather than how uncertain subjects felt their opponent's behavior was. Our results suggest that intuitive or automatic processes based on somatic markers may be a key to optimally adjusting behavioral strategies in competitive situations.
More Related Videos
Related Concept Videos
Facial Feedback Hypothesis
Social Facilitation
Causes of Social Behavior II: Cognitive Processes
Secondary Motives: Affiliation Motivation and Aggression Motivation
Robbers Cave
Self-Presentation: Self-Monitoring and Self-Handicapping

