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1.
本研究采用爱荷华赌博任务(Iowa Gambling Task,IGT)范式,探究工作记忆在情感决策过程中的作用,以及风险取向类型与工作记忆的作用机制。以88名大学生为被试,采用自变量2(风险取向类型:风险偏好/风险规避)×2(工作记忆负荷:无负荷/有负荷)的混合实验设计。结果发现,高工作记忆负荷会降低被试的IGT成绩;工作记忆负荷和风险取向类型存在交互作用,即对于风险偏好型被试,工作记忆负荷对IGT损失敏感性的干扰并不明显,但对于风险规避型被试,高工作记忆负荷时的IGT损失敏感性比低工作记忆负荷时的更差。这些结果表明工作记忆和风险取向均会影响个体的情感决策。  相似文献   

2.
本研究考察物质主义价值观和时间压力对个体风险决策的影响。根据被试在物质主义问卷上的得分,以27%为标准筛选出高低物质主义倾向被试,采用有无时间压力情境下的爱荷华赌博任务和仿真气球冒险任务对高低物质主义价值观被试的风险决策行为进行研究。实验结果显示,在两种决策任务中,物质主义倾向和时间压力间均存在显著的交互作用,有时间压力的情境下高物质主义倾向个体比低物质主义倾向个体表现出更多的风险寻求,无时间压力情境下,高低物质主义倾向个体在风险决策上无显著差异。时间压力增加了高物质主义倾向个体的风险寻求。时间压力对风险决策的影响与决策任务有关,在仿真气球冒险任务中,时间压力使决策者表现出现风险规避;在爱荷华赌博任务中,时间压力使决策者表现出风险寻求。  相似文献   

3.
本研究考察物质主义价值观和时间压力对个体风险决策的影响。根据被试在物质主义问卷上的得分,以27%为标准筛选出高低物质主义倾向被试,采用有无时间压力情境下的爱荷华赌博任务和仿真气球冒险任务对高低物质主义价值观被试的风险决策行为进行研究。实验结果显示,在两种决策任务中,物质主义倾向和时间压力间均存在显著的交互作用,有时间压力的情境下高物质主义倾向个体比低物质主义倾向个体表现出更多的风险寻求,无时间压力情境下,高低物质主义倾向个体在风险决策上无显著差异。时间压力增加了高物质主义倾向个体的风险寻求。时间压力对风险决策的影响与决策任务有关,在仿真气球冒险任务中,时间压力使决策者表现出现风险规避;在爱荷华赌博任务中,时间压力使决策者表现出风险寻求。  相似文献   

4.
研究从金钱补偿的视角考察社会排斥对不确定性决策的影响以及金钱激励的调节作用。实验发现,有金钱激励时,被排斥者在爱荷华赌博任务(Iowa gambling task,IGT)中的行为分数(组块2和3的选牌净分数和总的盈利分数)显著高于社会接纳者,表现为风险规避; 在无金钱激励时,被排斥者在IGT任务中的行为分数(组块4和5的选牌净分数和总的盈利分数)显著低于被接纳者,表现为风险寻求。实验结果表明社会排斥对不确定性决策的影响受到金钱激励的调制。  相似文献   

5.
学习判断是元认知判断的一种重要形式,是个体对随后的记忆成绩的预测。当个体在多次学习-测验任务中学习词对时,学习判断出现了练习伴随低估效应。研究者对此进行了大量的实验并提出了多种理论,如线索应用模型,提取流畅性假说和基点-校正假说。但是,Koriat等人通过分析发现练习伴随低估效应可能不是单一因素作用的结果,而是多种效应共同影响作用的表现,并由此提出了记忆去偏差假说。文章指出了目前研究中还存在的问题以及未来研究的方向  相似文献   

6.
张银玲  虞祯  买晓琴 《心理学报》2020,52(7):895-908
以往关于为自己和代他人决策的冒险行为研究结果不一致, 这可能是因为以往的研究没有考虑决策情境和决策者人际特质等因素对于决策行为的影响。社会价值取向(social value orientation, SVO)是一种典型的人际特质, 是个体在对自我和他人资源分配时所表现出的社会偏好, 通常分为亲社会者和亲自我者。为探究SVO对自我-他人风险决策的影响及其机制, 采用为自己和陌生人分别完成多轮混合赌博游戏的任务。结果发现亲自我比亲社会者代他人决策更冒险。用模型量化的损失厌恶和对潜在损失的敏感度部分中介了自我-他人风险决策差异, 但只有对他人潜在损失的敏感度部分中介自我-他人决策的SVO效应。说明SVO会影响自我-他人风险决策, 且该效应可以通过对他人利益的关心程度起作用, 所以在自我-他人风险决策的研究中应将SVO这一决策者的人际特质因素考虑在内。  相似文献   

7.
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   

8.
现实中的环境决策,往往要在多个由"金钱-环境"复合而成的结果间做选择。人们如何对异质复合结果进行评估与选择,是决策研究面临的新课题。本研究着重考察个体金钱取向和环境取向的相对强度对复合收益风险决策的影响。结果表明,无论是采用自陈量表(实验1)或内隐联想测验(实验2)来测量价值取向,还是采用混词造句任务(实验3)来启动价值取向,均发现价值取向相对强度对复合风险决策有显著影响。(1)相比于金钱取向占优的个体,环境取向占优的个体在进行复合风险决策时更偏好环境风险较小的复合选项;(2)在复合选项等价匹配任务中,环境取向占优的个体会赋予复合选项中的环境收益以更高权重,倾向于用更多的金钱收益来弥补环境收益的风险折扣;(3)在复合收益风险概率匹配任务中,环境取向占优的个体更倾向于为获取倍增的环境收益而承担更大的复合收益风险。作为对复合结果风险决策的首次探索,本研究初步回答了不同价值取向的个体在金钱-环境复合风险决策中更倾向于规避什么风险、拿什么冒险以及为什么冒险等问题,为今后进一步开展复合决策研究打下了理论和方法基础。  相似文献   

9.
near-miss效应是指在赌博中, 与一般的输钱和赢钱相比, “几乎赢(near-miss)”的输钱会诱发个体更高的生理唤醒和更强的赌博动机, 从而导致个体持续赌博的一种现象, 是导致赌博成瘾的主要诱因之一。针对这种现象的研究范式大致有三种:老虎机/类老虎机任务、轮盘任务和刮刮乐彩票任务。这种现象的理论解释目前主要有认知曲解假说、控制幻觉理论和受挫假说。near-miss效应的脑机制和病理研究才刚刚起步, 所涉及到的脑功能区域主要包括脑岛、腹侧纹状体等。未来的研究应在near-miss效应发生机制的理论模型建构、研究范式多样化、研究技术多模态化、病理机制和临床干预等方面进一步展开。  相似文献   

10.
成瘾人群的决策障碍:研究范式与神经机制   总被引:1,自引:0,他引:1  
药物成瘾者和赌博成瘾者常常偏好即刻的奖赏而忽视将来的消极结果。在进行决策任务时, 他们倾向于做出不利的选择, 偏好短时的获益而不顾长期的损失, 这是一种决策障碍的表现。延迟折扣任务(DDT)、爱荷华赌博任务(IGT)和剑桥赌博任务(CGT)是研究决策障碍的三种常用方法和范式, 分别考察成瘾人群的冲动性决策、决策短视和决策时的冒险行为。近十几年来的研究表明, 前额叶皮层(PFC)在人类的决策活动中起重要作用。其中, 腹内侧前额叶(VMPFC)、眶额叶(OFC)、背外侧前额叶(DLPFC)等皮层的功能变化与成瘾人群的决策障碍有密切关系。  相似文献   

11.
Does advantageous decision-making require one to explicitly remember the outcome of a series of past decisions or to imagine future personal consequences of one's choices? Findings that amnesic people with hippocampal damage cannot form a clear preference for advantageous decks over many learning trials on the Iowa Gambling Task (IGT) have been taken to suggest that complex decision-making on the IGT depends on declarative (episodic) memory and hippocampal integrity. Alternatively, impaired IGT performance in amnesic individuals could be secondary to risk-taking and/or impulsive behaviour resulting from impaired episodic future thinking (i.e. prospection) known to accompany amnesia. We tested this possibility in the amnesic individual K.C. using the IGT and the Toronto Gambling Task (TGT), a novel task that dissociates impulsivity from risk-taking without placing demands on declarative memory. K.C. did not develop a preference for advantageous over disadvantageous decks on the IGT and, instead, showed a slight preference for short-term gains and an inability to acquire a more adaptive appreciation of longer-term losses. He also did not display impulsive or risk-taking behaviour on the TGT, despite a profound inability to imagine personal future experiences. These findings suggest that impaired decision-making on the IGT in amnesia is unlikely to reflect a predilection to act in the moment or failure to take future consequences into account. Instead, some forms of future-regarding decision-making may be dissociable, with performance on tasks relying on declarative learning or on episodic-constructive processes more likely to be impaired.  相似文献   

12.
This study examined performance on the Iowa Gambling Task (IGT; Bechara, Damasio, Damasio, & Anderson, 1994) as a measure of low-income school-aged children’s affective decision-making and considered its utility as a direct indicator of impulsivity. One hundred and ninety-three 8–11 year olds performed a computerized version of the Iowa Gambling Task, a validated measure of decision-making. Multi-level modeling was used to examine children’s performance over the course of the task, with age, gender, and teachers’ ratings of child impulsivity (BIS-11; Patton, Stanford, & Barratt, 1995) used to predict children’s Iowa Gambling performance. Higher impulsivity scores predicted a decrease in slope of Iowa Gambling performance, indicating students rated higher on impulsivity chose more disadvantageously across the task blocks. Results support evidence of the validity of the Iowa Gambling Task as a measure of impulsivity in low-income minority children.  相似文献   

13.
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   

14.
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   

15.
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   

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.
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   

18.
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   

19.
We tested whether individuals with high levels of impulsive sensation seeking learn to choose advantageously in a specific decision-making context. One hundred twenty-eight participants (73 female) completed a neuropsychological task, the variant version of the Iowa Gambling Task (vIGT; Bechara, Tranel, & Damasio, 2000), in which individuals must select cards from decks that offer high initial losses if they are to eventually make a profit. The selection from decks of cards that led to the highest profit as the task progressed was higher in high, compared to low, impulsive sensation seekers. However, learning to choose advantageously was moderated by sex of participant. Specifically, compared to females, male high impulsive sensation seekers learned more quickly to make consistent selections from the advantageous decks despite the large immediate losses. Overall, the data support the hypothesis that insensitivity to loss due to impulsive sensation seeking can lead to financial gain.  相似文献   

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