Do You Trust Your Own Voice? – An Experimental Approach to the Strategic Use of Audio Deepfakes

Last registered on December 03, 2024

Pre-Trial

Trial Information

General Information

Title
Do You Trust Your Own Voice? – An Experimental Approach to the Strategic Use of Audio Deepfakes
RCT ID
AEARCTR-0014924
Initial registration date
November 28, 2024

Initial registration date is when the trial was registered.

It corresponds to when the registration was submitted to the Registry to be reviewed for publication.

First published
December 03, 2024, 1:35 PM EST

First published corresponds to when the trial was first made public on the Registry after being reviewed.

Locations

Region

Primary Investigator

Affiliation

Other Primary Investigator(s)

Additional Trial Information

Status
On going
Start date
2024-10-23
End date
2025-03-31
Secondary IDs
Prior work
This trial does not extend or rely on any prior RCTs.
Abstract
The provision of personal information in online interactions - the social presence - reduces social distance and therefore increases trust. This includes profile pictures, personal descriptions, video or voice messages, and other forms of direct communication that enhance the perception of human interaction. Advances in artificial intelligence have enabled the creation of convincing and realistic deepfakes, which could potentially undermine the concept of social presence. Deepfakes are artificial but hyper-realistic media content (video, audio, image) and allow the creation of artificial profile pictures, audio or video messages, which can therefore be used to manipulate the social presence. This poses a severe challenge, as the quality and therefore believability of deepfakes increased to the point that people are often unable to reliably differentiate between authentic and artificial content. Audio deepfakes may alter vocal features such as gender, emotion, and perceived trustworthiness, which potentially affect others’ behavior.
This experimental study examines the impact of audio deepfakes on trust-based decision-making. It investigates whether manipulated vocal characteristics in an artificial audio message as pre-play communication affects behavior in a trust game - for both the sender and receiver. The findings may provide insights into how artificially generated media influences trust and decision-making in online interactions.
External Link(s)

Registration Citation

Citation
Greif, Jannik. 2024. "Do You Trust Your Own Voice? – An Experimental Approach to the Strategic Use of Audio Deepfakes ." AEA RCT Registry. December 03. https://doi.org/10.1257/rct.14924-1.0
Experimental Details

Interventions

Intervention(s)
Subjects participate in a laboratory-online experiment and are assigned to the roles Speaker (Trustee) or Listener (Trustor) and engage in a trust game. Listeners are assigned to one of the treatments, varying the type of message they receive: Control (no message), Text (transcribed message), Authentic (authentic voice message), Artificial-1 (artificial voice message, young woman), Artificial-2 (middle aged woman), Artificial-3 (young male), Artificial-4 (middle aged man).
Intervention (Hidden)
Subjects for the laboratory part of the experiment are recruited from the university’s subject pool and are assigned to the role Speaker. They record an audio message (authentic message) and select an artificial voice (artificial message), before engaging in two rounds of trust game decisions. The strategy method is used to elicit the trust game decisions for both message types. Subjects also state their expectations about the respective trust game decisions of the Listeners and rate the available artificial voices.
Subjects for the online part of the experiment are recruited from Prolific and are assigned to the role Listener and are randomly assigned to one of the seven treatments. Subjects state their initial trust game decision (pre-message), before either: wait 10 seconds (Control), read a message (transcribed message; Text), listen to an authentic message (Authentic), or listen to an artificial message (Artificial-1/2/3/4). Subjects make the trust game decision one more time (post-message). There’s a 50% chance the initial pre-message trust game decision is payoff relevant and a 50% chance the latter post-message trust game decision is payoff relevant. Subjects in the Authentic and Artificial treatments also rate whether they perceived the audio message as authentic or artificial.
Intervention Start Date
2024-12-09
Intervention End Date
2025-01-31

Primary Outcomes

Primary Outcomes (end points)
Trust game decisions (Amount transferred and amount transferred back)
Perceived authenticity of audio messages
Voice preference of artificial voices
Primary Outcomes (explanation)
Trust game decisions measure the trust and trustworthiness in respect to the message type. Speakers’ trust game decisions are elicited using the strategy method, which allows for a complete mapping of potential responses. Listeners’ trust game decisions are elicited using an initial decision before the exposure to the message and a decision after the exposure to capture deviations from individual baselines.
Perceived authenticity of audio messages measures the human detection rate of audio deepfakes, the believability of the used audio messages, as well as discloses potential influences on the trust game decisions.
Voice preference of artificial voices assess whether subjects base their choice of artificial voice on their perception of trustworthiness or characteristics such as gender and age.

Secondary Outcomes

Secondary Outcomes (end points)
Expectations of trust game decisions
Perceived trustworthiness ratings of artificial voices
General trust and risk preferences
Demographic factors
Secondary Outcomes (explanation)
Expectations of trust game decisions analyze the alignment between Speaker expectations and actual Listener behavior in respect to the message type.
Perceived trustworthiness ratings of artificial voices assess whether subjects base their choice of artificial voice on their perception of trustworthiness or characteristics such as gender and age.
General trust and risk preferences assess individual differences in baseline trust and risk.
Demographic factors (including age, gender, English understanding and speaking level) are examined to measure their influence on trust game decisions and the evaluation of authentic and artificial messages.

Experimental Design

Experimental Design
The experiment consists of a trust game with one-sided pre-play communication and involves two roles: Speaker (Trustee) and Listener (Trustor). The study is split in three parts:
Part 1 (Laboratory, Speaker Role): Subjects assigned to the Speaker role record an authentic audio message and select an artificial audio message. They participate in trust game decisions using the strategy method and provide ratings for artificial voices. General trust, risk preferences, and demographic information are also elicited.
Part 2 (Online, Listener Role): Subjects assigned to the Listener role are recruited online and randomly assigned to one of seven treatments: Control (no message), Text (transcribed message), Authentic (authentic voice message), Artificial-1 (artificial voice message, young woman), Artificial-2 (middle aged woman), Artificial-3 (young male), Artificial-4 (middle aged man).. They make trust game decisions before and after receiving the message and classify the message as either authentic or artificial. General trust, risk preferences, and demographic information are also elicited.
Part 3 (Laboratory, Speaker Role): Speakers review aggregated trust game decision statistics based on message type and make an additional decision on which message type to use for a new trust game interaction, elicited using the strategy method.
Experimental Design Details
Subjects engage in a trust game with one-sided pre-play audio communication, assigned to the roles of Speaker (Trustee) and Listener (Trustor). Both - Speaker and Listener - are endowed with 10 points.
Trust Game Procedure:
- The Listener transfers an integer amount between 0 and 10 points to the Speaker.
- The transferred amount is tripled by the experimenter.
- The Speaker decides on the percentage of the tripled amount to return to the Listener using the strategy method.
- Payoffs: Speaker: 10 points + the portion of the tripled amount they keep. Listener: 10 points + the amount returned by the Speaker.
The experiment is conducted in three parts:
Part 1 (Speakers, Laboratory): Subjects are recruited from the university’s subject pool and assigned to the Speaker role. The experiment proceeds as follows:
- General Trust Game Instructions.
- Authentic Message Recording: Subjects record an audio message (maximum of 15-seconds) directed to one Listener. Private information is not allowed in the message.
- Artificial Message Selection: Subjects select one of four generated artificial messages directed to another Listener. Artificial messages differ only in tone of voice (e.g., gender, age); the content is identical to the authentic message.
- Trust Game Decisions (Strategy Method): Decisions are elicited for both the authentic message and artificial message conditions. The order of message types is randomized. Payoff Mechanism: One decision is randomly selected for payment.
- Expectations: Subjects state their expectations about the amount the Listener will transfer for each message type. Expectations are incentivized based on accuracy.
- Voice Evaluations: Subjects rate the trustworthiness of the four artificial voices.
- Additional Elicitations: General trust and risk preferences. Basic demographic factors.

Part 2 (Listeners, Online via Prolific): Subjects are recruited online and assigned to the Listener role. They are randomly assigned to one of seven treatments:
- Control: No message.
- Text: A transcribed version of the Speaker’s authentic message.
- Authentic: The authentic voice message recorded by the Speaker.
- Artificial-1/2/3/4: The respective artificial message.

The procedure is as follows:
- Audio Check: Performed only for subjects in the Authentic and Artificial-1/2/3/4 treatments.
- General Trust Game Instructions.
- Trust Game Decisions: Listeners first state their initial trust game decision (pre-message) without any message. Then:
- Control: Wait 10 seconds.
- Text: Read the transcribed message.
- Authentic/Artificial-1/2/3/4: Listen to the respective message.
Listeners make the trust game decision one more time (post-message). Payoff Mechanism: There is a 50% chance that either the pre-message or the post-message decision is payoff-relevant.
- Message Classification: Listeners in the Authentic and Artificial-1/2/3/4 treatments classify the received audio message as authentic or artificial (incentivized).
- Additional Elicitations: General trust and risk preferences. Basic demographic factors.

Part 3 (Speakers, Laboratory): Speakers from Part 1 complete the following tasks:
- Feedback on Listener Decisions: Speakers are shown statistics summarizing Listener trust game decisions by message type.
- Message Type Decision: Speakers choose which message type (authentic or artificial) to send to a previously uninvolved Listener.
- Trust Game Decision: Speakers make a trust game decision using the strategy method for the chosen message type. Speakers state their expectations for the Listener's transfer amount. Expectations are incentivized based on accuracy.
Randomization Method
Individual subjects in the role of Speaker are randomly recruited from the university’s subject pool. Due to known technical difficulties in reliably generating audio deepfakes, the planned number of subjects in the role of Speaker is doubled in order to ensure having sufficient technically sound audio deepfakes. Individual subjects in the role of Listener are recruited on Prolific and randomly assigned to the treatments.
Randomization Unit
Individual subjects in the role of Speaker are randomly recruited from the university’s subject pool. Individual subjects in the role of Listener are recruited on Prolific and randomly assigned to the treatments.
Was the treatment clustered?
No

Experiment Characteristics

Sample size: planned number of clusters
-
Sample size: planned number of observations
40 Speaker observations (5 audio messages + 1 text message each; 240 messages) 2800 Listener observations (10 observations for each message + control treatment)
Sample size (or number of clusters) by treatment arms
Sample size of 80 Speaker (in order to get 40 technically sound artificial audio messages).
Listeners and the respective treatment:
- Control: 400 subjects
- Text: 400 subjects
- Authentic: 400 subjects
- Artificial-1: 400 subjects
- Artificial-2: 400 subjects
- Artificial-3: 400 subjects
- Artificial-4: 400 subjects
Minimum detectable effect size for main outcomes (accounting for sample design and clustering)
Using G*Power with alpha = 0.05, beta = 0.2 and medium effect sizes - Mann-Whitney U test: 134 subjects (67 per group) - Chi-square test of independence: 207 subjects - Pearson correlation: 82 subjects
IRB

Institutional Review Boards (IRBs)

IRB Name
German Association for Experimental Economic Research e.V.
IRB Approval Date
2024-09-25
IRB Approval Number
o6PCXoZF
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Intervention

Is the intervention completed?
No
Data Collection Complete
Data Publication

Data Publication

Is public data available?
No

Program Files

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