This article builds upon a formal person-situation framework by offering formalisms for its subcomponents, as well as for reality more generally. More specifically, a system of mathematical formalisms is offered relating the following constructs: holarchy, reality, and psychological reality. Psychological reality is offered a portmanteau in the neologism, "psychologicality". Psychologicality denotes mind and behavior, both of which are subcomponents of Sood's [20] person-situation formula. The mathematics offered is woven into a broader, subjective-objective ontology that is required for any truly representative virtual world. The result from above, when synthesized with informatics, is a novel "holarchic informatics" and more specific holarchic psychoinformatics (HPI). Holarchic psychoinformatics is related with Sood's psychoinformatic complexity (PIC) paradigm. The aim of this article is to build upon "third force"-i.e., existential-humanistic (E-H)-psychology. We depart from more traditional approaches in defining E-H psychology as the study of the existence of human minds and behaviors as emergent, interdependent properties of people's interactions with situations. This definition results from the enactive person-situation framework as situated within PIC.
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This paper explores utilization of bots created to play as participants in two games that have relevance in the field of economics. The first game is an iterated version of the prisoner's dilemma that has relevance to decisions requiring trust while conducting business and involves a binary decision. The simulation examines one dimension of the Myers-Briggs personality type and its potential association with strategies that may be employed during an iterated version of the game, leading to different levels of performance. A web-based bot is used for such simulation. Results appear to support the possibility of exploiting personality type in this dimension in the context of similar circumstances. The second game is an iterated power to take game that simulates interactions between taxing authorities (takers) and taxpayers (responders), and involves a continuous set of possible decisions for each stage of the game. A specific Myers-Briggs personality type of specified extremity is embedded into each player bot by randomly generating answers to a version of the Myers-Briggs Type Indicator. These answers are individually associated with preferences and strategies that allow the bots to react to the changing game state according to their personality type. This paper explores the combination of, among other things, team sizes, initial conditions of income tax rates in some of the major economies on different continents, adjudication methods for group decisions, as well as personality type extremity. In a large number of simulations, various group compositions in terms of MBTI personality type are matched up against each other under these conditions, and their performance is ranked for each role. Results appear to suggest that selective recruitment practices based on personality type can enhance performance of both takers and responders and may lead to improvements of certain aspects of economic conditions.
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