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1.
We assessed decision making in 20 patients newly diagnosed with obstructive sleep apnoea (OSA) and 20 healthy controls with the Iowa Gambling Task (IGT), which evaluates the ability to learn to sacrifice immediate rewards in favour of long‐term gains. A standard neuropsychological battery was administered. Switching scores tended to be lower in patients. Patients persisted in selecting risky decks throughout the IGT, whereas controls behaved normally. Performance was correlated with hypoxaemia. Brain regions underlying decision making may be affected by OSA‐related hypoxaemia.  相似文献   

2.
The Iowa Gambling Task (IGT) has been widely used in the assessment of neurological patients with frontal lesions. Emphasis has been placed on the complexity of the task (i.e., four decks of varying contingency pattern) with the suggestion that the participant must use emotion-based learning to deal with a complex decision-making process. The present study used a single deck card game (the Bangor Gambling Task, BGT), matched in many respects with the Iowa Gambling Task, in which the contingencies varied over time (gradually becoming worse for the participant) rather than across deck (as in the IGT). Forty participants performed both tasks. Performance on the tasks showed many similarities, with participants showing a comparable pattern of incremental learning on both tasks, reaching an analogous final level of performance. More importantly, there was a high correlation (r(2) = .93) in performance between the two tasks, the most salient feature of which was that virtually every participant who fell below categorisation of impaired IGT performance, also did very poorly on the BGT. These findings bear on the question of whether arguments about the 'complexity' of the Iowa Gambling Task necessarily explain why it appears to require emotion-based learning. The Bangor Gambling Task might also be a useful tool for clinical neuropsychologists, in the assessment of patients with executive dysfunction-given that the task is easier and quicker to administer than the Iowa Gambling Task, but appears to share the same performance features.  相似文献   

3.
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   

4.
The present study investigated the conflict between well-developed attitudes and incentive rewards using the Iowa Gambling Task. In particular, the incorporation of emotional labels allowed us to model the role of affective biases and their impact on complex decision making over time. Two experiments manipulated the class of deck label (emotional pictures and racial faces) using both congruent and incongruent association to the deck incentives. Both experiments demonstrated that an incongruent association can lead to striking and persistent decision making biases. Thus, a common theme was a general inability to tolerate conflict between rewards and goal-irrelevant labels. Notably, Experiment 2 demonstrated that this ‘incongruency’ effect appeared to result from positive labels interfering with aversive experiences from bad decks. More generally, sensitivity to accumulating losses from punishing decks was primarily associated with successful performance on these Gambling Task variants. These results suggest emotional biases are readily harmful in complex decision making, and that flexibility in the extent to which we permit emotional influences to guide our decisions is crucial.  相似文献   

5.
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   

6.
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   

7.
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   

8.
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   

9.
Three studies examined narcissism and behavioral decision making. Decision‐making tasks included the Iowa Gambling Task (IGT; Studies 1–3), Balloon Analogue Risk Task (Studies 1–3), Columbia Card Task (CCT; Studies 2 and 3), and Game of Dice Task (Study 3). To tease apart the contributions of grandiose narcissism (i.e., narcissism found in the general population), pathological narcissism, and narcissistic traits (i.e., grandiosity, entitlement, and exploitativeness) in decision making, we assessed grandiose narcissism in Studies 1 (n = 380) and 2 (n = 244), pathological narcissism in Study 2, and the narcissistic traits in Study 3 (n = 312). Grandiose and pathological narcissism failed to predict decision making regardless of whether or not decision making included immediate feedback. In Study 3, the narcissistic trait of grandiosity (i.e., having an inflated sense of self‐importance) was associated with greater risk taking on the CCT‐hot (i.e., provided immediate feedback), and entitlement was associated with greater risk taking on the IGT. Measurement and applied implications are discussed. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

10.
It is a hallmark of a good model to make accurate a priori predictions to new conditions ( Busemeyer & Wang, 2000 ). This study compared 8 decision learning models with respect to their generalizability. Participants performed 2 tasks (the Iowa Gambling Task and the Soochow Gambling Task), and each model made a priori predictions by estimating the parameters for each participant from 1 task and using those same parameters to predict on the other task. Three methods were used to evaluate the models at the individual level of analysis. The first method used a post hoc fit criterion, the second method used a generalization criterion for short-term predictions, and the third method again used a generalization criterion for long-term predictions. The results suggest that the models with the prospect utility function can make generalizable predictions to new conditions, and different learning models are needed for making short-versus long-term predictions on simple gambling tasks.  相似文献   

11.
网络成瘾者的行为冲动性——来自爱荷华赌博任务的证据   总被引:1,自引:0,他引:1  
徐四华 《心理学报》2012,44(11):1523-1534
以84名大学生为被试(网络成瘾和对照组被试各42名),采用感觉寻求量表和爱荷华赌博任务(Iowa Gambling Task)范式比较两组被试在感觉寻求水平和决策行为反应模式方面的差异.结果发现,与对照组被试相比,网络成瘾者的感觉寻求总分和去抑制、厌恶单调及寻求激动和惊险三个分量表得分显著增加,在IGT任务中优先选择收益和惩罚频率高的不利扑克牌,其冒险的决策策略并没有随着决策次数的增加而改变.这表明网络成瘾者的决策功能受损并表现出“即时收益优先”的决策模式和对强化物潜在风险的高耐受性.  相似文献   

12.
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   

13.
The "frontal aging hypothesis" predicts that brain senescence affects predominantly the prefrontal regions. Preliminary evidence has recently been gathered in favour of an age-related change in a typically frontal process, i.e. decision making, using the Iowa Gambling Task (IGT), but overall findings have been conflicting. Following the traditional scoring method, coupled with a qualitative analysis, in the present study we compared IGT performance of 40 young (mean age: 27.9+/-4.7) and 40 old (mean age: 65.4+/-8.6) healthy adults and of 18 patients affected by frontal lobe dementia of mild severity (mean age: 65.1+/-7.4, mean MMSE score: 24.1+/-3.9). Quantitative findings support the notion that decision making ability declines with age; moreover, it approximates the impairment observed in executive dysfunction due to neurodegeneration. Results of the qualitative analysis did not reach statistical significance for the motivational and learning decision making components considered, but approached significance for the attentional component for elderly versus young normals, suggesting a possible decrease in the ability to maintain sustained attention during complex and prolonged tasks as the putative deficit underlying impaired decision making in normal aging.  相似文献   

14.
The Iowa Gambling Task (IGT) is widely used to assess decision making under conditions of uncertainty in clinical as well as in nonclinical populations. However, there is still debate as to whether normal performance at this task relies on implicit, emotion-based processes that are independent of working memory. To clarify the role of working memory on normal performance on the IGT, participants performed the task under low or high working memory load. We used a modified version of the original task, in which the position of the four decks was randomized between trials. Results showed that only participants performing under low memory load significantly chose more advantageously halfway through the task. In addition, when comparing the number of cards chosen from the two decks with frequent losses, one advantageous and one disadvantageous, only participants performing under low memory load chose more cards from the advantageous deck. The present findings indicate that the processes underlying optimal advantageous performance on the IGT rely on working memory functions.  相似文献   

15.
李小晶  李红  张婷  廖渝 《心理学报》2010,42(3):395-405
通过对情感决策的常用研究工具——标准爱荷华博弈任务进行了得失总量不变而频率改变的修改,并使之适合于年幼的3~5岁儿童,可以比较幼儿在不同奖惩频率任务中的表现,从而考察奖惩频率对幼儿情感决策的影响。对120名3~5岁幼儿在四种不同类型的任务中的表现进行分析后,所得实验结果如下:(1)儿童对惩罚和奖励频率的变化比较敏感:正向博弈任务中,"有利纸牌不变,不利纸牌的惩罚总量不变,只增加不利纸牌的惩罚频率"可以使3~5岁儿童完成博弈任务的成绩有显著提高;逆向博弈任务中,"不利纸牌不变,有利纸牌的奖惩总量不变,而有利纸牌奖励频率的增加"能促使4~5岁幼儿更多更快地做出正确选择。(2)幼儿的情感决策能力在3~4岁时期发展迅速,而在4~5岁时仍然有较快发展。  相似文献   

16.
Recent neuroendocrinology research has pointed out that testosterone (T) and cortisol (C) changes after social interactions can predict risk‐taking behavior in decision‐making, depending on the sex of participants. However, previous research has focused on the effects of the changes in only one hormone, rather than the interaction between them, even though C can suppress T activity. Our aim was to test, in men and women, the role of T changes moderated by C changes after competition in decision‐making. Thus, 48 males and 46 females completed the Iowa Gambling Task (IGT) after a laboratory competition or a noncompetitive task (control task). Saliva samples were collected before and after the competition/control task. IGT was employed to measure risk‐taking decision‐making, considering the degree of uncertainty. Our results showed sex‐differentiated effects of T and C changes on risk‐taking behavior. On the one hand, men from both task groups (Competition/Control) who had higher C and T changes after competition showed more risk‐taking decision‐making (higher IG Risk). On the other hand, women from the competitive task who had high C and T showed conservative decision‐making. Therefore, these results show sex‐differentiated decision‐making profiles, which would help to understand how men and women behave after experiencing a competitive social context.  相似文献   

17.
We sought to investigate the decision making profile of Primary Progressive Aphasia (PPA) by assessing patients diagnosed with this disease (n = 10), patients diagnosed with behavioral variant frontotemporal dementia (bvFTD, n = 35), and matched controls (n = 14) using the Iowa Gambling Task, a widely used test that mimics real-life decision making. Participants were also evaluated with a complete neuropsychological battery. Patients with PPA were unable to adopt an advantageous strategy on the IGT, which resulted in a flat performance, different to that exhibited by both controls (who showed advantageous decision making) and bvFTD patients (who showed risk-appetitive behavior). The decision making profile of PPA patients was not associated with performance on language tasks and did not differ between sub-variants of the disease (namely, semantic dementia and progressive nonfluent aphasia). Investigating decision making in PPA is crucial both from a theoretical perspective, as it can shed light about the way in which language interacts with other cognitive functions, as well as a clinical standpoint, as it could lead to a more objective detection of impairments of decision making deficits in this condition.  相似文献   

18.
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   

19.
Older adults process emotional information differently than younger adults and may demonstrate less of a negativity bias on cognitive tasks. The Iowa Gambling Task designed by A. Bechara, H. Damasio, D. Tranel, and A. R. Damasio (1997) has been used to examine the integration of emotion and cognition in a risky-choice decision task and may give insight into differences in the decision-making strategies in younger and older adults. Eighty-eight younger adults (18-34 years) and 67 older adults (65-88 years) completed the Iowa Gambling Task. Using a theoretical decomposition of the task designed by J. R. Busemeyer and J. C. Stout (2002), the authors found that both groups were successful at solving the task but used very different strategies that reflected each group's strength. For younger adults, that strength was learning and memory. For older adults, that strength was an accurate representation of wins and losses (valence).  相似文献   

20.
The role of emotion in complex decision-making can be assessed on the Iowa Gambling Task (IGT), a widely used neuropsychological measure that may tap a different aspect of executive function than that assessed by conventional measures. Most notably, the 'feeling' about which decks are good or bad, often described in relation to IGT performance, seems reminiscent of decision-making based on intuition-linked to a long history of research in decision-making contrasting the 'intuition' versus 'reasoning' styles of problem solving. To test the claim that the performance on the IGT relies more on emotion-based learning than conventional executive resources for normal performance, a group of participants completed the IGT simultaneously with one of two secondary-tasks, one of which (random number generation) is known to load executive resources. A third group performed the IGT with no secondary-task. If performance on the IGT requires the properties associated with intuitive operations, then participants should either show no disruption when completing a secondary-task, or at least show no selective disruption on a secondary-task that loads for executive function. The rate of learning in the three groups was not significantly different. This suggests that the sorts of cognitive resources loaded by traditional executive tasks such as random number generation do not overlap, in the cognitive architecture, with the emotion-based learning skills that are required for Iowa Gambling Task performance. The findings of the present study are also consistent with a previous claim of the Iowa group that emotion-based learning and working memory resources are doubly dissociable.  相似文献   

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