Resumen
Online reputational systems are nowadays widely and effectively adopted by several online platforms to support and improve peoples’ interactions and communication. Despite the research approached and modeled social dynamics of reputational systems in different domains, adopting different frameworks, the role played by psycho-social factors, and personality traits, determining the individual susceptibility to online reputation is still elusive. To study such mediation effects, we implemented a modified online version of the Ultimatum Game, in which participants (215 adolescents) played before as proposers, and then as responders, always knowing the reputation of their interactors. Furthermore, after the reception phase, participants could evaluate the received offers, giving positive or negative feedback to their proposers. Despite the participants’ belief they were playing with their schoolmates, the interactors’ role was always fulfilled by bots characterized by standardized behaviors. Our results show how psychological traits influence the participants’ behavior in all the game phases, as well as in the rating dynamics. Reputation seems to have a direct effect only in the allocation behavior, while, in regards the other dynamics of the game (i.e., acceptance and rating), it comes into play in a complex interaction with the psychological dimensions.