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1.
The Iowa Gambling Task (IGT) was created to assess real-world decision making in a laboratory setting and has been applied to various clinical populations (i.e., substance abuse, schizophrenia, pathological gamblers) outside those with orbitofrontal cortex damage, for whom it was originally developed. The current review provides a critical examination of lesion, functional neuroimaging, developmental, and clinical studies in order to examine the construct validity of the IGT. The preponderance of evidence provides support for the use of the IGT to detect decision making deficits in clinical populations, in the context of a more comprehensive evaluation. The review includes a discussion of three critical issues affecting the validity of the IGT, as it has recently become available as a clinical instrument: the lack of a concise definition as to what aspect of decision making the IGT measures, the lack of data regarding reliability of the IGT, and the influence of personality and state mood on IGT performance.  相似文献   

2.
The Iowa Gambling Task (([Bechara et al., 1994]) is an effective neuropsychological tool for the assessment of 'real-life' decision-making in a laboratory environment. It has been employed in a wide range of circumstances, though researchers have sometimes employed real money reinforcers instead of the facsimile (or 'monopoly'-type) money used by. The present study investigated whether the type of reinforcer produced any differences in performance. There were no significant differences between the two conditions, though the Facsimile Money condition produced a greater range (and a higher standard deviation) than the Real Money condition. This finding is especially important when considering the Gambling Task as a tool in clinical neuropsychology--where there are risks, at the individual subject level, of both false positive and false negative classification errors.  相似文献   

3.
The current study investigated whether acute alcohol intoxication produces impaired decision-making on tasks assessing ventromedial prefrontal (VMF) cortex functioning and impulsive responding. Participants completed the Iowa Gambling Task (IGT), a decision-making test targeting the VMF, and the Newman Perseveration Task (NT), a measure of impulsivity. Personality measures of impulsivity were assessed using the Barratt Impulsiveness Scale (BIS). To encourage natural responding on both tasks, participants were falsely informed that the study was examining the effects of alcohol on memory; the impulsivity tasks were presented as 'distractor' tasks. Advantageous performance on the IGT was related to specific instructional cues as well as to knowledge about the experimental purpose. Performance of intoxicated and sober participants did not differ. A subsequent study in which the true purpose of the experiment was revealed confirmed that alcohol does not affect IGT performance. Most importantly, the instruction-sensitivity of the IGT emphasizes the importance of salient cues for decision-making.  相似文献   

4.
One key component of optimal military decision making is that the decision maker demonstrates reinforcement learning. The modification of psychological tasks gives insight into understanding how to effectively train military decision makers and how experienced decision makers arrive at optimal or near optimal decisions. We developed a task modeled after the Iowa Gambling Task (IGT) to measure military decision making performance. This new task focuses on high stakes and uncertain environments particular to military decision making conditions. Thirty-four U.S. military officers from all branches of service completed the tasks yielding decision data for validation. The new task retains essential characteristics of the foundational task and gives insight into reinforcement learning of military decision makers. Results indicate that the additional metric of regret defines higher performance at a trial-by-trial level, and clustering by multiple metrics defines high performance groups.  相似文献   

5.
The Iowa Gambling Task has been widely used in the assessment of neurological patients with ventro-mesial frontal lesions. The Iowa Group has claimed that the Gambling Task is too complex for participants to follow using cognition alone, so that participants must rely on emotion-based learning systems (somatic markers). The present study investigates whether similar tasks can be performed without direct somatic markers. In a 'Firefighter' task closely matched to the classic Gambling Task, participants evaluate the performance of others--so that they experience reward and punishment indirectly. In contrast to the gradual improvement in performance seen on the classic Iowa Gambling Task, participants on the Firefighter Task showed no learning effect, mirroring the performance of patients with ventro-mesial frontal lesions, and suggesting that the task is very difficult to perform without direct somatic marker information. The use of this task as empirical measure of 'empathy' are discussed.  相似文献   

6.
爱荷华博弈任务作为一种经典的模糊决策范式,常被用来模拟现实生活中,人们面对不确定情境下的决策行为。随着研究的深入,该任务范式作为一种临床诊断工具,逐渐在临床领域得到广泛应用。以爱荷华博弈任务为出发点,介绍其在精神分裂症、帕金森综合征、物质依赖、进食障碍等领域的应用,以期对其他临床领域有借鉴作用,并指出了该任务范式的局限及未来发展前景,使研究者对此予以积极关注。  相似文献   

7.
In the last decade, the Iowa Gambling Task (IGT) has become a widely employed neuropsychological research instrument for the investigation of executive function. The task has been employed in a wide range of formats, from 'manual' procedures to more recently introduced computerised versions. Computer-based formats often require that responses on the task should be artificially delayed by a number of seconds between trials to collect skin-conductance data. Participants, however, may become frustrated when they want to select from a particular deck in the time-limited versions--so that an unintended emotional experience of frustration might well disrupt a task presumed to be reliant on emotion-based learning. We investigated the effect of the various types of Iowa Gambling Task format on performance, using three types of task: the classic manual administration, with no time limitations; a computerised administration with a 6-s enforced delay; and a control computerised version which had no time constraints. We also evaluated the subjective experience of participants on each task. There were no significant differences in performance, between formats, in behavioural terms. Subjective experience measures on the task also showed consistent effects across all three formats-with substantial, and rapidly developing, awareness of which decks were 'good' and 'bad.'  相似文献   

8.
Cognitive dysfunction has been widely studied in multiple sclerosis (MS), however decision-making has been less investigated. The current study examined the decision-making processes of patients with multiple sclerosis (MS) using a computerized version of the Iowa Gambling Task (IGT). This task was applied to 18 patients with clinically diagnosed MS and 18 healthy control subjects matched for age, sex, and years of education. The results showed that IGT scores differ significantly between patients with MS and the healthy control subjects: the patients with MS made significantly less advantageous decisions than the controls in the IGT. Possible causes of impaired decision-making in multiple sclerosis are discussed.  相似文献   

9.
采用爱荷华赌博任务(Behcara等人1994年版本)测量了8类共222名在监男性罪犯以及32名普通男性的决策功能, 并运用前景效用学习模型分析了不同类型罪犯在情感决策中的心理功能缺陷。罪犯组选择牌1的比例与控制组没有显著差异, 选择牌2的比例显著高于控制组, 选择牌3和牌4的比例显著低于控制组。暴力犯和涉黑犯对收益和损失都不敏感, 对过去的预期效用折扣很快; 吸毒犯(已戒除)、涉毒犯、盗窃犯和抢劫犯对奖赏加工正常, 对惩罚不敏感; 经济犯选择一致性最低; 性罪犯选择一致性最高。结果表明不同类型罪犯在爱荷华赌博任务中都具有决策功能缺陷, 但他们的决策功能缺陷由不同的心理功能缺陷所致。  相似文献   

10.
Research employing the Iowa Gambling Task (IGT) has frequently shown that learning is impaired in various clinical populations. However, precisely what constitutes "unimpaired" control group learning remains unclear. In order to understand some of the possible factors underlying variability in control group IGT performance, the present study sought to manipulate features of the task to intentionally disrupt learning. Specifically, the present study investigated the effects of time constraints on emotion-based learning during automated administration of the IGT. For two groups of participants, a time-constraint of either 2-s or 4-s was implemented during the critical decision making period, while a control group received no time constraint. We also evaluated participants' subjective experience after every block of 20 trials. Results demonstrated that the 2-s group differed significantly from the control group. Subjective experience measures revealed rapid development of awareness of the advantageous and disadvantageous decks among all three groups. Overall, our findings demonstrate, for the first time, the effects of decision-phase time constraints on emotion-based learning and indicate that the IGT reward/punishment schedules are to some extent cognitively penetrable.  相似文献   

11.
The Iowa Gambling Task (IGT) is commonly used to understand the processes involved in decision-making. Though the task was originally run without a computer, using a computerized version of the task has become typical. These computerized versions of the IGT are useful, because they can make the task more standardized across studies and allow for the task to be used in environments where a physical version of the task may be difficult or impossible to use (e.g., while collecting brain imaging data). Though these computerized versions of the IGT have been useful for experimentation, having multiple software implementations of the task could present reliability issues. We present an open-source software version of the Iowa Gambling Task (called IGT-Open) that allows for millisecond visual presentation accuracy and is freely available to be used and modified. This software has been used to collect data from human subjects and also has been used to run model-based simulations with computational process models developed to run in the ACT-R architecture.  相似文献   

12.
The present study aimed to investigate the slow negative potential (termed Decision Preceding Negativity, DPN, from the family of the Readiness Potential) which precedes a willed risky decision. To this end, evoked potentials preceding and following an economic choice were measured in a sample of 16 male students during the Iowa Gambling Task modified for ERPs recording. Statistics revealed reduced positivity/relative greater negativity (marking relative activation) in right prefrontal sites and reduced negativity (indicating relative inhibition of DPN) in central clusters over left premotor cortex, 500 ms before picking from economically disadvantageous risky decks. Analyses of the potentials elicited by the economic outcome (wins vs. losses) showed the classical frontal negativity (N260) to the economic losses. Results are consistent with the view that an economically risky decision is preceded by a relative inhibition of the planned motor response together with the activation of emotion-related right frontal sites.  相似文献   

13.
The Iowa Gambling Task (IGT) is sensitive to decision making impairments in several clinical groups with frontal impairment. However the complexity of the IGT, particularly in terms of its learning requirements, makes it difficult to know whether disadvantageous (risky) selections in this task reflect deliberate risk taking or a failure to recognise risk. To determine whether propensity for risk taking contributes to IGT performance, we correlated IGT selections with a measure of propensity for risk taking from the Balloon Analogue Risk Task (BART), taking into account potential moderating effects of IGT learning requirements, and trait impulsivity, which is associated with learning difficulties. We found that IGT and BART performance were related, but only in the later stages of the IGT, and only in participants with low trait impulsivity. This finding suggests that IGT performance may reflect different underlying processes in individuals with low and high trait impulsivity. In individuals with low trait impulsivity, it appears that risky selections in the IGT reflect in part, propensity for risk seeking, but only after the development of explicit knowledge of IGT risks after a period of learning.  相似文献   

14.
张锋  周艳艳  李鹏  沈模卫 《心理学报》2008,40(6):642-653
以61名男性海洛因戒除者和32名正常成年男性为被试,探讨了海洛因戒除者在延迟折扣任务和Iowa赌博任务两种决策条件下的冲动性反应模式及其关系。结果发现,海洛因戒除者的决策行为受其对即时强化的超敏感性或“即时收益优先”模式控制,其高冲动性特质既表现为对强化物长远价值的非敏感性,又表现为对强化物潜在风险的耐受性;该类人群上述两方面的特征虽有一定关联,但二者分别反应了其行为冲动性的两个相对独立的维度,且具有跨戒除时相的相对稳定性  相似文献   

15.
李秀丽  李红 《心理科学》2012,35(1):105-110
神经科学领域的研究者们设计了测量情感决策的经典爱荷华赌博任务并提出了体细胞标记假说来解释其研究结果,但迄今为止这一假说还没有得到一致认可。许多研究提出了可能影响爱荷华赌博任务成绩的其他因素。本研究试图在前人研究的基础上采用实验法探讨风险取向类型这一人格因素是否影响正常个体的爱荷华赌博任务成绩。实验结果显示,不同风险取向类型的个体在爱荷华赌博任务中的成绩和表现截然不同。典型风险趋向型个体在爱荷华赌博任务中的表现类似于某些神经系统患者,倾向于更多地选择不利纸牌,其任务成绩显著差于典型风险回避型个体。这一研究结果表明:风险取向类型是影响正常个体爱荷华赌博任务成绩的重要因素之一。  相似文献   

16.
The Iowa Gambling Task (IGT) is commonly used to assess risky decision making in clinical and non-clinical populations, and negative mood and various personality characteristics have been shown to affect the number of advantageous and disadvantageous selections on this task. Recent research has suggested that IGT data should be analyzed at the individual deck level due to differences in frequency and magnitude of losses, and the present study examined how personality characteristics and state mood may affect deck level selections on this task. Participants were 91 undergraduate students (38 male) who completed measures of impulsivity and sensation seeking, behavioral activation and inhibition, state mood, and the computerized IGT. Results indicated that negative mood, drive, impulsivity, and sensation seeking were all positively correlated with Deck B selections, but negatively correlated with Deck D selections. No differences emerged in correlations between Decks A and B or Decks A and D. Results indicate that mood and personality characteristics differentially relate to selections from the individual decks on the IGT. Results have implications for the assessment of decision making, as personality and fluctuations in state-dependent mood could mimic pathological risk-taking if analysis is conducted on the combined decks.  相似文献   

17.
ABSTRACT Although the role of emotional processing is central to contemporary models of risky decision making, to date the role of trait emotional understanding has not been explored experimentally in this context. The current experiment ( N =326) explores the role of alexithymia with respect to performance on the standard Iowa Gambling Task (IGT) and a version where cumulative financial feedback is obscured. Standard learning on the IGT was observed for those low in alexithymia. Those high in alexithymia learned to avoid disadvantageous decks over the first half of the task. However, over the later trials they showed a change in performance, shifting from advantageous to disadvantageous and back to advantageous decks again (termed an "explore-learn-change-return" strategy). It is argued that this is due to an inability to fully consolidate earlier learning and reduced sensitivity to losses. The absence of cumulative feedback independently resulted in reduced performance.  相似文献   

18.
With the Appraisal Tendency Framework, it has been established that (un)certainty appraisals associated with incidental emotions trigger the kind of information processing to cope with situation. We tested the impact of (un)certainty-associated emotions on a sequential task, the Iowa Gambling Task. In this task, intuitive processing is necessary to lead participants to rely on emotional cues arising from previous decisions and to making advantageous decisions. We predicted that certainty-associated emotions would engage participants in intuitive processing, whereas uncertainty-associated emotions would engage them in deliberative processing and lead them to make disadvantageous decisions. As expected, we observed in two distinct experiments, that participants induced to feel uncertainty (fear, sadness) were found to decide less advantageously than participants induced to feel certainty (anger, happiness, disgust).  相似文献   

19.
Many authors have endorsed the hypothesis that previous emotional experiences may exert a covert influence on behavior, but some findings and replications of the original studies challenged this view. We investigated this topic by carrying out an experiment with the Iowa Gambling Task (IGT), where a dissociation procedure was adopted to successfully isolate possible implicit components. After a typical interaction with the IGT, participants performed a "blind" card selection phase without receiving any feedback. Half of them were instructed to continue choosing as they did before, the other half was told that good card decks turned bad, and vice versa, so that explicit knowledge was necessary to overcome the previously learned deck-outcome associations. The results confirmed the existence of early acquired implicit biases, confirming that previously experienced emotional events may covertly affect subsequent behavior.  相似文献   

20.
Visagan R  Xiang A  Lamar M 《心理评价》2012,24(2):455-463
We compared the original deck-based model of advantageous decision making assessed with the Iowa Gambling Task (IGT) with a trial-based approach across behavioral and physiological outcomes in 33 younger adults (15 men, 18 women; 22.2 ± 3.7 years of age). One administration of the IGT with simultaneous measurement of skin conductance responses (SCRs) was performed and the two methods applied: (a) the original approach of subtracting disadvantageous picks of Decks A and B from advantageous picks of Decks C and D and (b) a trial-based approach focused on the financial outcome for each deck leading up to the trial in question. When directly compared, the deck-based approach resulted in a more advantageous behavioral profile than did the trial-based approach. Analysis of SCR data revealed no significant differences between methods for physiological measurements of SCR fluctuations or anticipatory responses to disadvantageous picks. Post hoc investigation of the trial-based method revealed Deck B contributed to both advantageous and disadvantageous decision making for the majority of participants. When divided by blocks of 20, the number of advantageous to disadvantageous choices reversed as the task progressed despite the total number of picks from Deck B remaining high. SCR fluctuations for Deck B, although not significantly different from the other decks, did show a sharp decline after the first block of 20 and remained below levels for Decks C and D toward the end of the task, suggesting that participants may have gained knowledge of the frequency of loss for this deck.  相似文献   

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