MDMAPsilocybinPlacebo

Psilocybin and MDMA reduce costly punishment in the Ultimatum Game

This two-part study found that both MDMA (n=20) and psilocybin (n=19) reduced rejection of unfair offers. MDMA did not reduce rejection in third-party decision making, but produced an increase in the amount offered to others. The authors argue that these compounds altered participants’ conceptualisation of ‘social reward’, placing more emphasis on the direct relationship with interacting partners.

Authors

  • Carhart-Harris, R. L.
  • Gabay, A. S.
  • Kempton, M. J.

Published

Scientific Reports
individual Study

Abstract

Disruptions in social decision-making are becoming evident in many psychiatric conditions. These are studied using paradigms investigating the psychological mechanisms underlying interpersonal interactions, such as the Ultimatum Game (UG). Rejection behaviour in the UG represents altruistic punishment - the costly punishment of norm violators - but the mechanisms underlying it require clarification. To investigate the psychopharmacology of UG behaviour, we carried out two studies with healthy participants, employing serotonergic agonists: psilocybin (open-label, within-participant design, N = 19) and 3,4-methylenedioxymethamphetamine (MDMA; placebo-controlled, double-blind, crossover design, N = 20). We found that both MDMA and psilocybin reduced rejection of unfair offers (odds ratio: 0.57 and 0.42, respectively). The reduction in rejection rate following MDMA was associated with increased prosociality (R2 = 0.26, p = 0.025). In the MDMA study, we investigated third-party decision-making and proposer behaviour. MDMA did not reduce rejection in the third-party condition, but produced an increase in the amount offered to others (Cohen’s d = 0.82). We argue that these compounds altered participants’ conceptualisation of ‘social reward’, placing more emphasis on the direct relationship with interacting partners. With these compounds showing efficacy in drug-assisted psychotherapy, these studies are an important step in the further characterisation of their psychological effects.

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Research Summary of 'Psilocybin and MDMA reduce costly punishment in the Ultimatum Game'

Introduction

Human social decision-making can be disrupted across psychiatric disorders and is often studied with paradigms that probe interpersonal mechanisms such as trust, norm enforcement and cooperation. The Ultimatum Game (UG) is a widely used social decision-making task in which a responder may accept or reject monetary splits proposed by another player; rejection of low, unequal offers is commonly interpreted as altruistic or costly punishment. Prior psychopharmacological work implicates the serotonin (5-HT) system in UG responder behaviour: lowering 5-HT via acute tryptophan depletion increased rejection of moderately unfair offers, while increasing 5-HT with SSRIs reduced such rejections. Psilocybin and MDMA both have prominent serotonergic actions and have shown promise in treating mood and trauma-related disorders, but their effects on high-level social decision-making have not been fully characterised. Gabay and colleagues report two experimental studies that test whether psilocybin and MDMA alter UG behaviour. They hypothesised that both compounds would reduce rejection rates of unfair offers in a first-person (FP) responder condition, that MDMA would not change rejection in a third-party (TP) condition (where equality considerations rather than direct personal harm dominate), and that MDMA would increase offers made when participants acted as proposers. Both studies included a non-social control (random-generated offers) and used repeated-measures designs to probe these effects.

Methods

Study One (psilocybin) was embedded within a larger protocol and analysed as an open-label, within-participant comparison of a drug-free screening session versus a psilocybin session. Twenty-three male volunteers with prior psychedelic experience were recruited; 20 completed the study (mean age 26.6 years). The extracted text indicates analyses of UG responses were ultimately based on 19 participants due to one non-completion. On the psilocybin day, 2 mg of psilocybin was administered intravenously over two minutes during neuroimaging, and the UG was performed 60 minutes later when acute perceptual effects had diminished. The UG employed two offer-origin conditions: first-person (offers purportedly from other people) and random-generated (computer-generated offers). Offers (all from a £20 stake) comprised multiple instances of 10%, 20%, 30%, 40%, 50%, 80% and 90%; for analysis the authors grouped 10–20% as 'unfair', 50% as 'fair' and 80–90% as 'hyper-fair', excluding 30% and 40% from main analyses. The task presented 96 offers in total. Test-retest reliability of this UG version was assessed in an independent sample using the rptR package, yielding high repeatability (FP R = 0.82; random-generated R = 0.69). Categorical accept/reject data were analysed using repeated-measures logistic regression implemented with generalized estimating equations (GEE) in SPSS; reported p-values were Bonferroni-corrected. Study Two (MDMA) used a double-blind, placebo-controlled, counterbalanced crossover design. Twenty-one male volunteers with prior MDMA experience were recruited; 20 completed both sessions (mean age 24.8 years). Participants attended two experimental days at least one week apart; 100 mg MDMA or placebo was administered and the UG performed 95 minutes post-dose. This UG variant included three offer-origin conditions (first-person, third-party, random-generated), two runs per session, and varied stake sizes and proportions to examine utility effects. Each run presented 72 offers and asked participants to make five offers themselves; offers were classified for analysis as unfair (10–20%), fair (45–50%) and hyper-fair (80–90%). Test-retest reliability in an independent sample was high (FP R = 0.96; TP R = 0.96; random-generated R = 0.84). In addition to the UG, participants completed a reward sensitivity reaction-time task (to probe sensitivity to monetary reward) and two questionnaires: the Social Value Orientation (SVO) and the Social Reward Questionnaire (SRQ). Categorical UG responses were analysed with GEE logistic regression; offers made by participants were converted to percentages and compared across sessions with paired t-tests. Reaction-time data were analysed with mixed ANOVA. All reported p-values were Bonferroni-corrected.

Results

Psilocybin study: Almost all fair and hyper-fair offers were accepted in both sessions, with one exception who rejected multiple hyper-fair offers in the psilocybin session. Analyses of unfair offers used data from 19 participants. There was a main effect of offer origin: unfair offers attributed to the random-generated source were less likely to be rejected than first-person offers (χ2(1,18) = 5.30, OR = 0.70, p = 0.039). Compared with the drug-free session, psilocybin reduced the probability of rejecting unfair first-person offers (χ2(1,18) = 5.53, OR = 0.48, p = 0.018) and also reduced rejection of unfair random-generated offers (χ2(1,18) = 8.63, OR = 0.30, p = 0.009). MDMA study: There were no effects of run or utility and no interactions of these factors with treatment, so subsequent analyses combined runs and stake sizes. The model showed no overall main effect of treatment, but main effects of offer origin and fairness and a significant three-way interaction. Post-hoc parameter estimates indicated that MDMA lowered the probability of rejecting unfair first-person offers (χ2(1,18) = 11.02, OR = 0.57, 95% CI 0.41–0.80, p = 0.001). The reduction in rejection in the third-party condition did not reach conventional statistical significance (OR = 0.68, 95% CI 0.45–1.01, p = 0.057). No treatment effect was observed for unfair offers from the game-server (random-generated; OR = 0.85, p = 0.413). Treatment order had no significant effect. When acting as proposers, participants offered more on MDMA than on placebo: mean offer was 48.2% on placebo versus 55.7% on MDMA (mean difference 7.5%, SD = 10.25; t(18) = 3.17, p = 0.006), with a large effect size (Cohen's d = 0.82). Reward sensitivity and questionnaires: In the reward sensitivity task participants responded faster on rewarded versus unrewarded trials, but there was no effect of MDMA on reaction times or reward sensitivity. On the SVO there was no evidence MDMA altered prosocial or egoistic orientation. On the SRQ, a treatment-by-subscale interaction was observed and post-hoc tests showed an increase in the prosocial interactions subscale after MDMA (t(19) = -3.19, p = 0.03). A post-hoc regression found that change in SRQ prosociality predicted change in rejection of unfair first-person offers (beta = -0.498, R2 = 0.248, p = 0.035).

Discussion

Gabay and colleagues report that both psilocybin and MDMA reduced rejection of unfair offers in first-person UG conditions, and that MDMA increased the amount offered when participants acted as proposers. The MDMA-induced reduction in first-person rejections was associated with increases in self-reported prosocial interactions on the SRQ. The authors situate these findings within models that decompose costly punishment into inequality aversion, cost–benefit calculation and social reference frame, and introduce the notion of a 'social reward currency'—the subjective value assigned to punishing norm violations. They argue their data are most consistent with these compounds shifting that exchange rate so that punishing becomes relatively less rewarding while concern for the direct relationship with interaction partners gains salience. The discussion considers alternative accounts: pharmacologically, the findings align with prior serotonergic manipulations of UG behaviour, supporting a role for serotonin in modulating rejection. The broader pharmacology of MDMA—noradrenergic and dopaminergic effects in addition to serotonergic release—is acknowledged, and the authors note that receptor-specific blockade studies would help to clarify mechanisms. They also consider whether changes reflect altered cost sensitivity or loss aversion, but report no evidence from the reward sensitivity task that MDMA altered basic reward sensitivity. The third-party condition pattern broadly supported the hypothesis that MDMA's effects are more marked when participants are directly involved, though the third-party reduction narrowly missed significance and requires replication in larger samples. Key limitations are emphasised: the psilocybin study was open-label and not counterbalanced; even the placebo-controlled MDMA study faces blinding challenges because inert placebos do not effectively mask psychedelic or empathogenic effects. Both studies recruited only male participants with prior positive experience of the study drug, which limits generalisability and may introduce selection bias. Different UG versions and settings were used across studies, and dose–response relationships were not explored. The authors therefore call for replication, investigation of receptor mechanisms, and extension to more diverse samples. They conclude that their results characterise how psilocybin and MDMA alter social decision-making—likely via serotonergic modulation—and suggest relevance for understanding social cognition alterations in psychiatric conditions.

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METHODS

Participants. Twenty-one male participants were recruited from the community, all of whom had previous experience of MDMA. All participants gave written informed consent to take part in the study and were financially compensated for their time. The study received ethical approval from King's College London's Psychiatry, Nursing and Midwifery Research Ethics Committee (PNM/14/15-32). All experiments were performed in accordance with relevant guidelines and regulations. See the Supplementary Information S3 for exclusion criteria of this study and details of excluded participants. 20 participants completed the study (mean age 24.8 y, SD = 3.7, range = 21-37). Experimental procedures. This study followed a double-blind, placebo-controlled, cross-over, counter-balanced design. Following a successful screening, participants attended two experimental study days at least one week apart (mean 9.3, SD 5.7, range 7-31). For a full description of the experimental day, see the Supplementary Information S4. 100 mg MDMA or placebo was administered at 10:15, and the UG administered 95 minutes post-dose. The Ultimatum Game. This version of the UG had three 'offer origin' conditions: first-person, third-party, and random computer-generated offer (random-generated). In this version of the task, participants were led to believe that they were logged onto an online network set up as part of a collaboration between King's College London, University College London and Imperial College London. They were told that the people they were to interact with were also logged on to the network at one of these sites. They were told that all participants would be financially reimbursed based on their responses in the UG. This task took a total of 23.5 minutes. To protect against task fatigue, it was split into two runs, each lasting 11.75 minutes. On each run participants responded to 72 offers and were asked to make 5 offers themselves. There is some evidence that suggests UG behaviour varies as function of total stake. In order to asses if there was an effect of stake size we altered the stakes as well the proportion of the offers. The values were chosen to be in line with Crockett el al (2013). Including different stake values, in each run, there were eight unfair (10-20%), eight fair (45-50%) and eight hyper-fair (80-90%) offers in each condition (first-person, third-party, random-generated). See the Supplementary Information S5. By altering this aspect of the task, it was possible to analyse whether MDMA had a differential effect on high and low utility offers. As with the version of the task used in the psilocybin study, we carried out a test-retest reliability study of this version in an independent sample of healthy participants (N = 15; unpublished data) and used the rptR packageto estimate repeatability. We found that rejection rates were very reliable across sessions in each condition (FP: R = 0.96; TP: R = 0.96; random-generated: R = 0.84; a value of 1 represents zero within-participant variance). Reward sensitivity task. In order to test if MDMA was altering participant's sensitivity to reward, they completed a modified reaction time (RT) task. Participants saw four circles on-screen, in the layout of the arrow buttons on a standard keyboard, within a rectangular box. On each trial, participants were cued to press an arrow button as quickly and accurately as possible, by highlighting a circle on the screen. Trials were presented in four blocks, with the second and fourth rewarded. During the rewarded blocks, if participants responded faster than their average RT from the previous block, three times in a row, a pound coin appeared on the screen to indicate they would be rewarded for their performance. Calculating the difference in average RT between rewarded and non-rewarded blocks was used as a measure of reward sensitivity. Questionnaires. We asked participants to complete five subjective rating questionnaires at the end of the experimental session. Two are relevant for this manuscript. The Social Value Orientation questionnaireis a nine-item questionnaire which requires respondents to state preferences of resource distribution, and is a validated measure of prosociality with good test-retest reliability. The Social Reward Questionnaire 41 is a 23-item rating scale which maps onto six factors of social reward: admiration, negative social potency, passivity, prosocial interactions, sexual relationships, and sociability. Statistical analyses. Two outcome measures were collected from the UG. The first were categorical (accept or reject) responses to monetary offers. The second were continuous data of monetary offers from the participants to other players. As with Study One, the categorical data were analysed using repeated-measures logistic regression, implemented with generalized estimating equations (GEE). Responses were grouped together for unfair (10-20% of the total stake), fair (45-50%) and hyper-fair (80-90%) offers. As there were two runs of this task, we tested for differences across runs. Furthermore, this task was designed to test for differential effects of high/low utility. Utility was defined as per Crockett et al., with high utility considered more than half the maximum offer available over the course of the task. To this end, a model was first defined testing for the main effects of utility and run. Two two-way interactions of utility*treatment and run*treatment were included in this model. Finally, a model was defined to test for the main effects of treatment, offer origin (first-person, third-party, random-generated), and fairness level (unfair, fair, hyper) and their three-way interaction. Each offer made by the participant was converted to a percentage of the total stake, and the average taken for each session. A paired-sample t-test was then performed to examine the difference in offer amount across treatment sessions. The outcome measure of the reward sensitivity task was reaction time in milliseconds. These were analysed using a mixed effects ANOVA, with session and trial type (rewarded/unrewarded) as within-participant factors, and drug order as between subject factors. All reported p-values are Bonferroni-corrected for multiple comparisons.

RESULTS

With the exception of one participant in the psilocybin session, all fair and hyper-fair offers were accepted. This one participant rejected 50% and 43.8% of first-person hyper-fair offers and random-generated hyper-fair offers respectively in the psilocybin session. We will now only consider responses to unfair offers. One participant did not complete the task on the drug-free session, so these analyses are based on 19 participants. Figuredisplays a boxplot of rejection rates of unfair offers across sessions. As hypothesised, there was a main effect of offer origin, such that, compared with the first-person condition, there was a reduced probability of rejecting unfair offers in the random-generated condition (χ(1,18) = 5.30, OR = 0.70, p = 0.039. Compared with the drug-free session, there was a reduced probability of rejecting first-person unfair offers in the psilocybin session (χ(1,18) = 5.53, OR = 0.48, p = 0.018, as well as random-generated unfair offers (χ 2 (1,18) = 8.63, OR = 0.30, p = 0.009).

CONCLUSION

We present results from two psychopharmacological studies investigating behaviour in the Ultimatum Game (UG). As hypothesised, both psilocybin and MDMA reduced rejection rates of unfair offers in a first-person (FP) condition, and MDMA increased the percentage offered when participants acted as the proposer. MDMA did not significantly reduce rejection rates in a third-party (TP) condition. An exploratory analysis found a relationship between MDMA-induced changes in prosociality, as measured by the SRQ, and change in rejection rates in the FP condition; such that those participants with greater increases in prosociality showed a greater reduction in rejection rates. With psilocybin having potent serotonergic mechanisms, these data support and extend those of Crockett et al., who reported serotonergic effects on the rejection of 30% offers in the UG. While the pharmacological profile of MDMA is broader, its largest effects are serotonergic. Together, these results provide support for the interpretation that serotonin partially modulates UG rejection behaviour, notwithstanding other potential pharmacological mechanisms with MDMA (discussed further below). Rejection behaviour is often considered altruistic punishment -the costly punishment of social norm violations. Du and Chang 18 conceptualise this as having three underlying cognitive processes: inequality aversion, cost-benefit calculation, and social reference frame. In discussing the cost-benefit calculation, the authors introduce the idea of 'social reward currency' , such that people pay a cost for the social reward of punishing norm violations. The question thus arises: do psilocybin and MDMA alter the exchange rate of this currency, such that the reward of punishment no longer outweighs the cost incurred? To address this, one must first consider whether people are less willing to pay the cost of punishment. One approach is to consider if there is an increase in loss aversion. An effect on the cost of punishment is not supported by the literature, nor our data from the reward sensitivity task. Our task suggests that participants were neither more nor less sensitive to reward on MDMA compared to placebo, although this is not a direct test of loss aversion. Crockett et al.included a loss aversion parameter in a computational model of 'moral' decision-making, finding that increasing serotonin availability with SSRIs did not alter this. Murphy et al.found reduced loss aversion with tryptophan supplements during a decision-making paradigm. Next, one must consider whether the reward of punishment was altered by MDMA or psilocybin, such that the supposedly 'prosocial' act of punishing norm violations was less rewarding. The questionnaire data in the MDMA study found an increase in the prosocial subscale of the SRQ, which was associated with the magnitude of the decrease in rejection rates. This subscale has the following items: (i) I enjoy treating others fairly; (ii) I enjoy feeling emotionally connected to others; (iii) I enjoy keeping promises I make to others; (iv) I enjoy it if someone accepts me as I am; (v) I enjoy making someone feel happy. Given that these items concern direct relationships with others, we argue that in the case of MDMA administration, the 'exchange rate' of the social reward currency was in fact shifted in favour of social reward. In Du and Chang'sconceptualisation this refers to the traditionally 'prosocial' considerations of punishing violations of fairness norms. Here however, it appears that concern for the direct relationship with other players was more motivating with MDMA compared to placebo. Reduced punishment behaviour has previously been interpreted in the context of harm aversion, which is not inconsistent with the argument presented here -a harm aversion model could be explained by greater concern for the other players' outcome. Du and Chang 18 also discuss the 'social reference frame' , arguing for different brain regions being involved in first-person versus third-party representations. We manipulated the reference frame by having participants make decisions in a third-party condition. We predicted that there would be no change in rejection behaviour in this condition, based on the hypothesis that when not directly involved in the outcome of the interaction, fairness considerations would remain the driving force. While this was the case, it should be noted that the confidence interval around the effect size only narrowly incorporates the null effect. As such, a replication with a larger sample size is key to clarifying this result. Taken at face value, this pattern of results supports our hypothesis that MDMA increases one's consideration of the other partner's outcome -however, in the third-party condition, traditional 'fairness' considerations may take precedence due to there being multiple others to consider. As acknowledged in our introduction, there is some debate around the psychological mechanisms underlying costly punishment in the UG. Crockett et al.provide data that people punish even when they know there is no possibility of the other player learning of the punishment, arguing that the motivating factor is vengeance rather than prosocial norm enforcement. However, participants in that same study rated their own motivations as being due to deterrence significantly more than retribution. As such we argue that this debate is still open. Furthermore, we argue that there likely exists a spectrum of motivating factors underlying costly punishment in the UG. The game theoretic, 'economically rational' response to any offer in the UG is to accept it. Therefore, it could be argued that the effect of these compounds is to increase 'rationality' . However, this interpretation is at odds with the finding that MDMA increased the amount offered when participants acted as proposers. Economic rationality suggests that one would offer the lowest amount possible. As such, we believe that the effect of MDMA on offers further supports the interpretation that these compounds alter social reward processing in the UG. Recent evidence suggests that psilocybin and MDMA may be efficacious in psychiatric treatment. The antidepressant effect of psilocybin makes its selection for study relevant, given the evidence for alterations in UG behaviour in depression. Furthermore, the well-documented social effects of MDMA make it relevant to studying the processes reported here. It is significant that both sets of data reported here found the same effect on rejection in the UG. MDMA pharmacology is complex. It acts to increase the availability of serotonin through the reversal of the 5-HT transporters, as well as possibly acting as a weak direct agonist at the 5-HT2A/C receptor. Additionally, it increases the availability of dopamine and noradrenaline. Psilocybin, on the other hand, is pharmacologically more selective; a mixed serotonergic agonist, with strong evidence that its 'psychedelic' effects result from 5-HT2A receptor agonism. This supports an interpretation that the behavioural effects seen here are a result of serotonergic modulation. Although the 5-HT effect is far greater, the role of dopamine and noradrenaline in the MDMA response should not be discounted, particularly since there is limited evidence for indirect dopaminergic modulation via psilocybin's 5-HT activity. The use of specific receptor antagonists alone and as part of blocking studies would be an important step to further characterise the receptor mechanisms underlying the behavioural changes reported above. Equally important, however, the data reported here contribute to our understanding of the cognitive and subjective effects of these compounds, regardless of the specific pharmacological mechanisms underlying them. A major limitation of the current presentation is the open-label nature of the psilocybin study, and its lack of counter-balancing. However, the tasks used in both studies had excellent test-retest reliability, thus allowing confidence in the findings presented. Furthermore, while the MDMA study was placebo-controlled, there is recognition in the field of psychedelic/psychotomimetic research that inert placebos do not sufficiently blind participants to the treatment they receive. There is currently no recognised standard choice for an active placebo for either of the compounds studied here. Investigation of the dose-response relationship would be beneficial to both studies reported in this manuscript. In the absence of true blinding to the active compound, assessment of the dose-response on the performance on cognitive tasks would extend the interpretability of specific drug effects and allow a detailed assessment of the relationship between the subjective and cognitive effects. These studies used different versions of the UG, in different settings -one inside the scanner, the other outside. Validation studies in our group (data not shown) show that both versions produce very similar rejection rates and show good test-retest reliability. Rejection rates for the MDMA version were similar in the placebo condition (in the scanner) compared to when the task was validated (outside of the scanner). It should also be noted that the studies reported here recruited only male participants. Psychopharmacological studies are particularly sensitive to differences in hormonal levels across participants. As such, single-sex studies have more power to detect a given effect. However, it is important to note that previous studies have found gender differences in the UG. While the psilocybin response does not appear to be moderated by gender, gender differences in the subjective effects of MDMA have been reported. This raises the intriguing question of whether the changes in social reward processing posited in the current manuscript is generalizable across genders. Related to the above, all participants in the reported studies had prior drug experience relevant to the drug they were administered in the study, and had reported only positive previous experiences. These selection criteria were an ethical requirement. However, such criteria have the potential to bias the participants, thus affecting the generalisability of the findings. The research presented here characterises the effects of psilocybin and MDMA on social decision-making, and provides further support for the role of serotonergic modulation on these processes. This work suggests that underlying responses to interactive social situations are complex mechanisms that are at least partially driven by serotonin receptor activity; something that can be further investigated with selective receptor blockade studies. Social decision-making is a burgeoning field increasingly being investigated in relation to psychiatry. Doing so can help to clarify how higher-level cognitive processes are disrupted in psychiatric disorders. We argue that MDMA and psilocybin reduce costly punishment through alteration of the 'social reward currency' , by increasing one's concern for the outcome of interacting partners.

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