Iowa Gambling Task

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Oliver H. Turnbull - One of the best experts on this subject based on the ideXlab platform.

  • Emotion-based learning: insights from the Iowa Gambling Task
    Frontiers in psychology, 2014
    Co-Authors: Oliver H. Turnbull, Caroline H Bowman, Shanti Shanker, Julie L. Davies
    Abstract:

    Interest in the cognitive and/or emotional basis of complex decision-making, and the related phenomenon of emotion-based learning, has been heavily influenced by the Iowa Gambling Task. A number of psychological variables have been investigated as potentially important in understanding emotion-based learning. This paper reviews the extent to which humans are explicitly aware of how we make such decisions; the biasing influence of pre-existing emotional labels; and the extent to which emotion-based systems are anatomically and functionally independent of episodic memory. Systematic review suggests that (i) an aspect of conscious awareness does appear to be readily achieved during the IGT, but as a relatively unfocused emotion-based ‘gut-feeling’, akin to intuition; (ii) Several studies have manipulated the affective pre-loading of IGT Tasks, and make it clear that such labelling has a substantial influence on performance, an experimental manipulation similar to the phenomenon of prejudice. (iii) Finally, it appears that complex emotion-based learning can remain intact despite profound amnesia, at least in some neurological patients, a finding with a range of potentially important clinical implications: in the management of dementia; in explaining infantile amnesia; and in understanding of the possible mechanisms of psychotherapy.

  • Quick as a BLINK: An ultrarapid analogue of Iowa Gambling Task decision making
    Journal of clinical and experimental neuropsychology, 2011
    Co-Authors: Nicholas A. Peatfield, Oliver H. Turnbull, John A. Parkinson, James Intriligator
    Abstract:

    Over the past decade, the decision-making Task of Bechara, Damasio, Damasio, and Anderson (1994), otherwise known as the Iowa Gambling Task (or IGT), has been employed in several hundred published studies. This Task has helped to elucidate the nature of normal and abnormal decision making. However, the IGT has also proven time consuming to administer and difficult to employ in some clinical settings. The present study presents a novel measure that drastically reduces the time required for Task administration: the Bangor Learning Intuitive and Nonverbal Kaleidoscope Task—BLINK—which employs immediate, nonverbal, visual feedback that allows participants to incorporate win/loss information within several hundred milliseconds. The present study demonstrates that BLINK is approximately 25 times faster than the IGT and also has a lower false-positive rate. In addition, we use expectancy–valence models to fit performance on our Task, and we demonstrate that BLINK appears to depend on psychological mechanisms sim...

  • The contingency-shifting variant Iowa Gambling Task: An investigation with young adults.
    Journal of clinical and experimental neuropsychology, 2009
    Co-Authors: Simon Dymond, Matteo Cella, Andrew Cooper, Oliver H. Turnbull
    Abstract:

    The contingency-shifting variant Iowa Gambling Task (IGT), in which the reward and punishment contingencies of different decks of cards are systematically altered, was investigated with a large group of healthy young adults (n = 208). Our findings demonstrate that the onset of unsignaled, contingency-shift phases initially disrupted learning but that performance subsequently improved during each shift. Subjective experience ratings were positively correlated with performance across all phases. A regression model showed that performance early in the Task, in Blocks 3 and 4, significantly predicted later ability to shift to the changing contingencies. Subdividing participants into high performer and low performer groups revealed an increased number of selections of previously good-now-bad decks in the latter group. Overall, the contingency-shifting variant IGT may have potential as a novel measure of reversal learning in experimental and clinical settings.

  • emotion based learning and central executive resources an investigation of intuition and the Iowa Gambling Task
    Brain and Cognition, 2005
    Co-Authors: Oliver H. Turnbull, Cathryn E.y. Evans, Alys Bunce, Barbara Carzolio, Jane Oconnor
    Abstract:

    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.

  • Artificial Time Constraints on the Iowa Gambling Task: The Effects on Behavioural Performance and Subjective Experience.
    Brain and cognition, 2005
    Co-Authors: Caroline H Bowman, Cathryn E.y. Evans, Oliver H. Turnbull
    Abstract:

    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.'

Caroline H Bowman - One of the best experts on this subject based on the ideXlab platform.

  • Emotion-based learning: insights from the Iowa Gambling Task
    Frontiers in psychology, 2014
    Co-Authors: Oliver H. Turnbull, Caroline H Bowman, Shanti Shanker, Julie L. Davies
    Abstract:

    Interest in the cognitive and/or emotional basis of complex decision-making, and the related phenomenon of emotion-based learning, has been heavily influenced by the Iowa Gambling Task. A number of psychological variables have been investigated as potentially important in understanding emotion-based learning. This paper reviews the extent to which humans are explicitly aware of how we make such decisions; the biasing influence of pre-existing emotional labels; and the extent to which emotion-based systems are anatomically and functionally independent of episodic memory. Systematic review suggests that (i) an aspect of conscious awareness does appear to be readily achieved during the IGT, but as a relatively unfocused emotion-based ‘gut-feeling’, akin to intuition; (ii) Several studies have manipulated the affective pre-loading of IGT Tasks, and make it clear that such labelling has a substantial influence on performance, an experimental manipulation similar to the phenomenon of prejudice. (iii) Finally, it appears that complex emotion-based learning can remain intact despite profound amnesia, at least in some neurological patients, a finding with a range of potentially important clinical implications: in the management of dementia; in explaining infantile amnesia; and in understanding of the possible mechanisms of psychotherapy.

  • Artificial Time Constraints on the Iowa Gambling Task: The Effects on Behavioural Performance and Subjective Experience.
    Brain and cognition, 2005
    Co-Authors: Caroline H Bowman, Cathryn E.y. Evans, Oliver H. Turnbull
    Abstract:

    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.'

  • real versus facsimile reinforcers on the Iowa Gambling Task
    Brain and Cognition, 2003
    Co-Authors: Caroline H Bowman, Oliver H. Turnbull
    Abstract:

    Abstract The Iowa Gambling Task ( Bechara, Damasio, Damasio, & Anderson, 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 Bechara et al. (1994) . 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.

  • Direct versus indirect emotional consequences on the Iowa Gambling Task.
    Brain and cognition, 2003
    Co-Authors: Oliver H. Turnbull, Helen Berry, Caroline H Bowman
    Abstract:

    Abstract 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.

Eric-jan Wagenmakers - One of the best experts on this subject based on the ideXlab platform.

  • Performance and awareness in the Iowa Gambling Task
    Behavioral and Brain Sciences, 2014
    Co-Authors: Helen Steingroever, Eric-jan Wagenmakers
    Abstract:

    Newell & Shanks (N&S) conclude that healthy participants learn to differentiate between the good and bad decks of the Iowa Gambling Task, and that healthy participants even have conscious knowledge about the Task's payoff structure. Improved methods of analysis and new behavioral findings suggest that this conclusion is premature.

  • Validating the PVL-Delta model for the Iowa Gambling Task
    Frontiers in psychology, 2013
    Co-Authors: Helen Steingroever, Ruud Wetzels, Eric-jan Wagenmakers
    Abstract:

    Decision-making deficits in clinical populations are often assessed with the Iowa Gambling Task (IGT). Performance on this Task is driven by latent psychological processes, the assessment of which requires an analysis using cognitive models. Two popular examples of such models are the Expectancy Valence (EV) and Prospect Valence Learning (PVL) models. These models have recently been subjected to sophisticated procedures of model checking, spawning a hybrid version of the EV and PVL models—the PVL-Delta model. In order to test the validity of the PVL-Delta model we present a parameter space partitioning (PSP) study and a test of selective influence. The PSP study allows one to assess the choice patterns that the PVL-Delta model generates across its entire parameter space. The PSP study revealed that the model accounts for empirical choice patterns featuring a preference for the good decks or the decks with infrequent losses; however, the model fails to account for empirical choice patterns featuring a preference for the bad decks. The test of selective influence investigates the effectiveness of experimental manipulations designed to target only a single model parameter. This test showed that the manipulations were successful for all but one parameter. To conclude, despite a few shortcomings, the PVL-Delta model seems to be a better IGT model than the popular EV and PVL models.

  • Performance of healthy participants on the Iowa Gambling Task.
    Psychological assessment, 2012
    Co-Authors: Helen Steingroever, Ruud Wetzels, Annette Horstmann, Jane Neumann, Eric-jan Wagenmakers
    Abstract:

    The Iowa Gambling Task (IGT; Bechara, Damasio, Damasio, & Anderson, 1994) is often used to assess decision-making deficits in clinical populations. The interpretation of the results hinges on 3 key assumptions: (a) healthy participants learn to prefer the good options over the bad options; (b) healthy participants show homogeneous choice behavior; and (c) healthy participants first explore the different options and then exploit the most profitable ones. Here we test these assumptions using 2 extensive literature reviews and analysis of 8 data sets. The results show that all 3 assumptions may be invalid; that is, (a) healthy participants often prefer decks with infrequent losses; (b) healthy participants show idiosyncratic choice behavior; and (c) healthy participants do not show a systematic decrease in the number of switches across trials. Our findings question the prevailing interpretation of IGT data and suggest that, in future applications of the IGT, key assumptions about performance of healthy participants warrant close scrutiny.

  • Bayesian parameter estimation in the Expectancy Valence model of the Iowa Gambling Task
    Journal of Mathematical Psychology, 2010
    Co-Authors: Ruud Wetzels, Joachim Vandekerckhove, Francis Tuerlinckx, Eric-jan Wagenmakers
    Abstract:

    Abstract The purpose of the popular Iowa Gambling Task is to study decision making deficits in clinical populations by mimicking real–life decision making in an experimental context. Busemeyer and Stout [Busemeyer, J. R., & Stout, J. C. (2002). A contribution of cognitive decision models to clinical assessment: Decomposing performance on the Bechara Gambling Task. Psychological Assessment , 14 , 253–262] proposed an “Expectancy Valence” reinforcement learning model that estimates three latent components which are assumed to jointly determine choice behavior in the Iowa Gambling Task: weighing of wins versus losses, memory for past payoffs, and response consistency. In this article we explore the statistical properties of the Expectancy Valence model. We first demonstrate the difficulty of applying the model on the level of a single participant, we then propose and implement a Bayesian hierarchical estimation procedure to coherently combine information from different participants, and we finally apply the Bayesian estimation procedure to data from an experiment designed to provide a test of specific influence.

Antoine Bechara - One of the best experts on this subject based on the ideXlab platform.

  • do individual differences in Iowa Gambling Task performance predict adaptive decision making for risky gains and losses
    Journal of Clinical and Experimental Neuropsychology, 2010
    Co-Authors: Joshua A Weller, Irwin P Levin, Antoine Bechara
    Abstract:

    We relate performance on the Iowa Gambling Task (IGT), a widely used, but complex, neuropsychological Task of executive function in which mixed outcomes (gains and losses) are experienced together, to performance on a relatively simpler descriptive Task, the Cups Task, which isolates adaptive decision making for achieving gains and avoiding losses. We found that poor IGT performance was associated with suboptimal decision making on Cups, especially for risky losses, suggesting that losses are weighted more than gains in the IGT. These findings were significant beyond several notable gender differences in which men outperformed women. Implications for the neuropsychological study of risk are discussed.

  • The Iowa Gambling Task in fMRI images.
    Human brain mapping, 2010
    Co-Authors: Arnaud D'argembeau, Antoine Bechara
    Abstract:

    The Iowa Gambling Task (IGT) is a sensitive test for the detection of decision-making impairments in several neurological and psychiatric populations. Very few studies have employed the IGT in functional magnetic resonance imaging (fMRI) investigations, in part, because the Task is cognitively complex. Here we report a method for exploring brain activity using fMRI during performance of the IGT. Decision-making during the IGT was associated with activity in several brain regions in a group of healthy individuals. The activated regions were consistent with the neural circuitry hypothesized to underlie somatic marker activation and decision-making. Specifically, a neural circuitry involving the dorsolateral prefrontal cortex (for working memory), the insula and posterior cingulate cortex (for representations of emotional states), the mesial orbitofrontal and ventromedial prefrontal cortex (for coupling the two previous processes), the ventral striatum and anterior cingulate/SMA (supplementary motor area) for implementing behavioral decisions was engaged. These results have implications for using the IGT to study abnormal mechanisms of decision making in a variety of clinical populations.

  • The Iowa Gambling Task in fMRI images
    Human Brain Mapping, 2009
    Co-Authors: Arnaud D'argembeau, Antoine Bechara
    Abstract:

    The Iowa Gambling Task (IGT) is a sensitive test for the detection of decision-making impairments in several neurological and psychiatric populations. Very few studies have employed the IGT in functional magnetic resonance imaging (fMRI) investigations, in part, because the Task is cognitively complex. Here we report a method for exploring brain activity using fMRI during performance of the IGT. Decision-making during the IGT was associated with activity in several brain regions in a group of healthy individuals. The activated regions were consistent with the neural circuitry hypothesized to underlie somatic marker activation and decision-making. Specifically, a neural circuitry involving the dorsolateral prefrontal cortex (for working memory), the insula and posterior cingulate cortex (for representations of emotional states), the mesial orbitofrontal and ventromedial prefrontal cortex (for coupling the two previous processes), the ventral striatum and anterior cingulate/SMA (supplementary motor area) for implementing behavioral decisions was engaged. These results have implications for using the IGT to study abnormal mechanisms of decision making in a variety of clinical populations. © 2009 Wiley-Liss, Inc.link_to_OA_fulltex

  • brazilian portuguese version of the Iowa Gambling Task transcultural adaptation and discriminant validity
    Revista Brasileira de Psiquiatria, 2008
    Co-Authors: Leandro Fernandes Malloydiniz, Wellington Borges Leite, Paulo Henrique Paiva De Moraes, Humberto Correa, Antoine Bechara, Daniel Fuentes
    Abstract:

    OBJECTIVE: The Iowa Gambling Task is a neuropsychological Task developed in English, most widely used to assess decision-making. The aim of this work was to adapt the Iowa Gambling Task to Brazilian Portuguese, compare it with the original version and assess its validity. METHOD: We assessed 75 Brazilian adults divided into three groups: 1) 25 healthy volunteers holding the Proficiency Certificate in English tested using the English version of the Iowa Gambling Task; 2) 25 healthy volunteers who did not speak or read English tested using the Iowa Gambling Task-Portuguese; 3) 25 Attention Deficit Hyperactivity Disorder subjects tested with the Iowa Gambling Task-Portuguese. RESULTS: No difference between groups 1 and 2 was observed. Nonetheless, we found significant differences between Attention Deficit Hyperactivity Disorder subjects and the other 2 groups on blocks 3, 4, 5, and on net score. CONCLUSION: Our results are similar to those previously described in the literature concerning adults without neuropsychiatric diseases. Since those two versions were equivalent and Attention Deficit Hyperactivity Disorder subjects performed significantly worse than healthy volunteers we can conclude that the adaptation of the Iowa Gambling Task to Brazilian Portuguese is valid and can be used for research purposes in the Brazilian context.

  • The Iowa Gambling Task and the somatic marker hypothesis: some questions and answers.
    Trends in cognitive sciences, 2005
    Co-Authors: Antoine Bechara, Hanna Damasio, Daniel Tranel, Antonio R. Damasio
    Abstract:

    A recent study by Maia and McClelland on participants' knowledge in the Iowa Gambling Task suggests a different interpretation for an experiment we reported in 1997. The authors use their results to question the evidence for the somatic marker hypothesis. Here we consider whether the authors' conclusions are justified.

Varsha Singh - One of the best experts on this subject based on the ideXlab platform.

  • Sex-Differences, Handedness, and Lateralization in the Iowa Gambling Task.
    Frontiers in Psychology, 2016
    Co-Authors: Varsha Singh
    Abstract:

    In a widely used decision-making Task, the Iowa Gambling Task (IGT), male performance is observed to be superior to that of females, and is attributed to right lateralization (i.e., right hemispheric dominance). It is as yet unknown whether sex-differences in affect and motor lateralization have implications for sex-specific lateralization in the IGT, and specifically, whether sex-difference in performance in the IGT changes with right-handedness or with affect lateralization (decision valence, and valence-directed motivation). The present study (N = 320; 160 males) examined the effects of right-handedness (right-handedness vs. non-right-handedness) as a measure of motor lateralization, decision valence (reward vs. punishment IGT), and valence-directedness of Task motivation (valence-directed vs. non-directed instructions), as measures of affective lateralization on IGT decision making. Analyses of variance revealed that both male and female participants showed valence-induced inconsistencies in advantageous decision-making; however, right-handed females made more disadvantageous decisions in a reward IGT. These results suggest that IGT decision-making may be largely right-lateralized in right-handed males, and show that sex and lateralized differences (motor and affect) have implications for sex-differences in IGT decision-making. Implications of the results are discussed with reference to lateralization and sex-differences in cognition.