Academic literature on the topic 'Iowa Gambling Task (IGT)'

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Journal articles on the topic "Iowa Gambling Task (IGT)"

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Areias, Graça, Rui Paixão, and Ana Paula Couceiro Figueira. "O Iowa Gambling Task: uma revisão crítica." Psicologia: Teoria e Pesquisa 29, no. 2 (June 2013): 201–10. http://dx.doi.org/10.1590/s0102-37722013000200009.

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O Iowa Gambling Task (IGT) é uma tarefa amplamente utilizada na avaliação da capacidade de tomada de decisão. Neste artigo, procede-se à revisão da literatura, comparando-se as versões do IGT, as diferentes medidas de avaliação do desempenho e as alterações introduzidas nos procedimentos, nomeadamente no feedback, na aleatorização espacial dos baralhos, no número de ensaios e de cartas por baralho, nas instruções, na remuneração e na manipulação das recompensas e punições. Desta análise, conclui-se que as diversas versões da tarefa, as alterações nos procedimentos de aplicação e as diferentes medidas utilizadas na avaliação têm impacto no desempenho, prejudicam a comparação entre estudos e as generalizações dos resultados. Finalmente, apresentam-se sugestões para uma maior adequação dos procedimentos.
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Rocha, Felipe Filardi da, Nathália Bueno Alvarenga, Leandro Malloy-Diniz, and Humberto Corrêa. "Decision-making impairment in obsessive-compulsive disorder as measured by the Iowa Gambling Task." Arquivos de Neuro-Psiquiatria 69, no. 4 (August 2011): 642–47. http://dx.doi.org/10.1590/s0004-282x2011000500013.

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OBJECTIVE: This study aims to evaluate the process of decision-making in patients with obsessive-compulsive disorder (OCD) using the Iowa Gambling Task (IGT). In addition, we intend to expand the understanding of clinical and demographic characteristics that influence decision-making. METHOD: Our sample consisted of 214 subjects (107 diagnosed with OCD and 107 healthy controls) who were evaluated on their clinical, demographic and neuropsychological features. Moreover, the Iowa Gambling Task (IGT), a task that detects and measures decision-making impairments, was used. RESULTS: We found that OCD patients performed significantly worse on the IGT. Furthermore, features such as symptoms of anxiety did not influence IGT performance. CONCLUSION: Impaired decision-making seems to be a key feature of OCD. Given that OCD is a complex heterogeneous disorder, homogeneous groups are necessary for an accurate characterization of our findings.
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DeDonno, Michael A., and Heath A. Demaree. "Perceived time pressure and the Iowa Gambling Task." Judgment and Decision Making 3, no. 8 (December 2008): 636–40. http://dx.doi.org/10.1017/s1930297500001583.

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AbstractThe purpose of the present study was to investigate the effect of perceived time pressure on a learning-based task called the Iowa Gambling Task (IGT). One hundred and sixty-three participants were randomly assigned to one of two groups. The experimental group was informed that the time allotted was typically insufficient to learn and successfully complete the task. The control group was informed that the time allotted was typically sufficient to learn and successfully complete the task. Both groups completed the IGT and performance was recorded. The major finding was that participants who were advised that the amount of time allotted was typically insufficient to complete the task performed significantly worse than those who were advised that time was typically sufficient to complete the task.
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Schneider, Daniela Di Giorgio, Gabriela Peretti Wagner, Natalie Denburg, and Maria Alice de Mattos Pimenta Parente. "Iowa gambling task: Administration effects in older adults." Dementia & Neuropsychologia 1, no. 1 (March 2007): 66–73. http://dx.doi.org/10.1590/s1980-57642008dn10100011.

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Abstract The Iowa Gambling Task (IGT) assesses decision-making. Objective: The objective of the present study was to investigate whether specific changes in administering the IGT can affect performance of older adults completing the task. Method: Three versions of the IGT were compared regarding the feedback on the amount of money won or lost over the course of the test. The first version (I) consisted of a replication of the original version (Bechara et al., 1994), which utilizes a computerized visual aid (green bar) that increases or decreases according to the gains or the losses. The second version (II), however, involved a non-computerized visual aid (cards) and, in the third version (III) the task did not include any visual aid at all. Ninety-seven older adults, divided into three groups, participated in this study. Group I received computerized cues (n=40), group II, non-computerized cues (n=17) and III was submitted to a version without any cues (n=40). Results: The participants without any cues achieved only a borderline performance, whereas for those with non-computerized cues, twice the number of participants showed attraction to risk in relation to those with aversion. The participants of the computerized version were homogeneously spread across the three performance levels (impaired, borderline and unimpaired). Conclusions: Aspects of the complexity of the decision process as well as of the task used are proposed as possible theoretical explanations for the performance variation exhibited.
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Rutz, André, Amer Cavalheiro Hamdan, and Melissa Lamar. "The Iowa Gambling Task (IGT) in Brazil: a systematic review." Trends in Psychiatry and Psychotherapy 35, no. 3 (2013): 160–70. http://dx.doi.org/10.1590/s2237-60892013000300003.

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Background: Decision-making is a complex, multidimensional cognitive function that requires the choice between two or more options and also the predictive analysis of its consequences. One of the tools most widely used to assess decision-making in neuropsychological research is the Iowa Gambling Task (IGT). Objective: To conduct a systematic review of articles reporting empirical IGT studies based in Brazil. Method: Articles were obtained from multiple journal databases including ISI Web of Knowledge, Scopus, SciELO, LILACS, and Scholar Google. Results: Thirty-six studies were included in this review and divided into four categories according to main subject matter (psychiatry & personality; demographic & cultural variables; medical/clinic; and psychometric properties & test administration standardization). In general, there was a significant growth in research employing IGT (Χ² = 17.6, df = 5, p = 0.0003), but this growth was restricted to a few geographic areas of Brazil. The psychiatry & personality subject matter was the most abundant, accounting for 14 publications (39% of the total sample). Conclusion: Since its first adaptation to Brazilian Portuguese in 2006, a growing interest in decision-making as measured by the IGT can be observed, with psychiatry & personality topics representing a large portion of the scientific inquiry to date. Nevertheless, in order to extend the initial results of Brazilian IGT decision-making research, more studies are necessary - across a more diverse range of topics, including demographic & cultural variables, and psychometric properties & test administration standardization, the areas least studied -, as is the dissemination of the IGT to more regions of the country.
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Cardoso, Caroline de Oliveira, Janaína Castro Núñez Carvalho, Charles Cotrena, Daniela di Giorgio Schneider Bakos, Christian Haag Kristensen, and Rochele Paz Fonseca. "Estudo de fidedignidade do instrumento neuropsicológico Iowa Gambling Task." Jornal Brasileiro de Psiquiatria 59, no. 4 (2010): 279–85. http://dx.doi.org/10.1590/s0047-20852010000400003.

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OBJETIVO: O objetivo do presente estudo foi verificar evidências de fidedignidade do instrumento neuropsicológico Iowa Gambling Task (IGT) a partir do método teste-reteste. MÉTODO: Participaram 50 indivíduos saudáveis, de 19 a 75 anos de idade, com no mínimo cinco anos de educação formal. A aplicação foi realizada de forma individual, em dois encontros, com intervalo de um a seis meses entre teste e reteste. RESULTADOS: Os resultados evidenciaram uma correlação positiva moderada significativa entre teste-reteste no cálculo global. Na análise por segmentos, os blocos 4 e 5 apresentaram uma correlação positiva moderada, mas não foram observadas correlações significativas nos blocos 1, 2 e 3. CONCLUSÃO: Esses dados corroboram estudos atuais que encontraram correlações moderadas entre teste-reteste em medidas de funções executivas e sugerem que o IGT pode ser empregado para avaliar o processo de tomada de decisão de forma confiável ao longo do tempo, desde que sejam considerados estudos de fidedignidade com populações saudáveis mais amplas e com populações clínicas.
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Schmitz, Florian, Olga Kunina-Habenicht, Andrea Hildebrandt, Klaus Oberauer, and Oliver Wilhelm. "Psychometrics of the Iowa and Berlin Gambling Tasks: Unresolved Issues With Reliability and Validity for Risk Taking." Assessment 27, no. 2 (January 9, 2018): 232–45. http://dx.doi.org/10.1177/1073191117750470.

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The Iowa Gambling Task (IGT) is one of the most prominent paradigms employed for the assessment of risk taking in the laboratory, and it was shown to distinguish between various patient groups and controls. The present study was conducted to test the psychometric characteristics of the original IGT and of a new gambling task variant for assessing individual differences. Two studies were conducted with adults of the general population ( n = 220) and with adolescents ( n = 389). Participants were also tested on multiple measures of working memory capacity, fluid intelligence, personality traits associated with risk-taking behavior, and self-reported risk taking in various domains. Both gambling tasks had only moderate retest reliability within the same session. Moderate relations were obtained with cognitive ability. However, card selections in the gambling tasks were not correlated with personality or risk taking. These findings point to limitations of IGT type gambling tasks for the assessment of individual differences in risky decision making.
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Paixão, Rui Alexandre Paquete. "A Tomada de Decisão com o Iowa Gambling Task." Revista Psicologia, Diversidade e Saúde 6, no. 3 (August 24, 2017): 216. http://dx.doi.org/10.17267/2317-3394rpds.v6i3.1564.

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Este artigo analisa os padrões de tomada de decisão com Iowa Gambling Task (IGT) e a hipótese do marcador somático. A tarefa experimental com o IGT é apresentada e analisados os resultados obtidos com a população de controlo nos estudos clínicos com esta tarefa onde se evidenciam tomadas de decisão desvantajosas semelhantes às encontradas nas populações clínicas. Estas populações de controlo apresentam características sociodemográficas específicas e relativamente comuns, nomeadamente um baixo nível económico. Considerando estes dados, a hipótese discutida neste trabalho é a de que a experiência de vida estabelecida pela baixa renda pode constituir uma variável fundamental no processo de tomada de decisão.A análise desta variável é feita tomando por referência os resultados obtidos num outro estudo onde estes padrões de decisão aparecem relacionados com essa variável . Nesse estudo, os indivíduos nestas condições evidenciam um padrão de decisão marcado pela escolha sistemática da recompensa imediata, independentemente dos custos futuros dessa decisão. Finalmente, estes padrões são discutidos considerando a sua relação com as experiências de vida marcadas por múltiplas privações.
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DAVIS, CAROLINE, JOHN FOX, KAREN PATTE, CLAIRE CURTIS, RACHEL STRIMAS, CAROLINE REID, and CATHERINE McCOOL. "Education level moderates learning on two versions of the Iowa Gambling Task." Journal of the International Neuropsychological Society 14, no. 6 (October 27, 2008): 1063–68. http://dx.doi.org/10.1017/s1355617708081204.

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AbstractThe Iowa Gambling Task (IGT) is the major plank of behavioral support for the Somatic Marker Hypothesis—a prominent theory of emotionally-based decision making. Despite its widespread use, some have questioned the ecological and discriminative validity of the IGT because a substantial proportion of neurologically-normal adults display a response pattern indistinguishable from those with ventromedial prefrontal cortical brain lesions. In a large sample of healthy adults, we examined the statistical influence of several demographic variables on two versions of the IGT, with the specific prediction that educational attainment would moderate learning across trials. Results confirmed a highly significant effect of education. On the commonly used original version of the IGT, performance tended to improve more rapidly, and reach a higher eventual positive score, as the level of education increased. Age and gender were nonsignificant effects in the model, and Caucasians had slightly better IGT performance than their non-Caucasian counterparts. Conclusions are that education level, among neurologically-normal adults, should be treated as a stratification or matching variable in case-control research using this task. (JINS, 2008, 14, 1063–1068.)
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Gendle, Mathew H., Alyssa G. Flashburg, Kristi L. Higgins, and Kristianne M. Oristian. "Low Total Cholesterol Levels and Performance on the Iowa Gambling Task." Journal of North Carolina Academy of Science 131, no. 2 (December 1, 2015): 19–24. http://dx.doi.org/10.7572/2167-5872-131.2.19.

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Abstract Very low levels of systemic total cholesterol (TC) may have adverse neurological consequences, and there is a lack of research investigating how TC levels are related to specific aspects of behavior and cognition. This study examined the relationship between low TC levels and performance on the Iowa Gambling Task (IGT), a standardized measure of decision making. Fasting plasma TC levels were measured in 61 healthy female university undergraduates, various demographic and health measures were obtained, and each participant completed the IGT. Individuals with TC < 140 mg/dL performed significantly more poorly on the IGT than those with TC ≥ 140 mg/dL (p = 0.01). On the IGT, participants with TC levels < 140 mg/dL persisted in preferentially responding to task stimuli with large and immediate monetary gains, despite the fact that these gains were yoked to increasing and unpredictable losses over time. This difference cannot be attributed to dissimilarities in BMI or general health between the groups. These findings indicate that TC levels < 140 mg/dL are associated with significant impairments in decision making and heightened behavioral impulsivity. Negative cognitive and behavioral outcomes with “real-world” relevance may be associated with very low TC levels.
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Dissertations / Theses on the topic "Iowa Gambling Task (IGT)"

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Simonovic, Boban. "The effect of cognitive and emotion-based processes on the Iowa Gambling Task." Thesis, University of Derby, 2018. http://hdl.handle.net/10545/623247.

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Real life decision-making depends on a complex interplay between cognitive and emotion-based processes. Damasio (1994) developed the Somatic Marker Hypothesis (SMH) arguing that emotion-based processes guide decision-making by directing individuals towards alternatives that have been previously ‘marked’ as positive or guide them away from the negative options. The primarily used test-bed of the emotion-based learning is Iowa Gambling Task (IGT, Bechara, Damasio, Damasio, & Anderson, 1994). The SMH makes three assumptions about the IGT behaviour: (a) somatic markers have a negative connotation and bias decision-making covertly in the absence of explicit knowledge, (b) there is a limited role for cognitive procesesing during IGT performance, especially during the initial stages of the task, and (c) anticipatory somatic markers guide decision-choices away from the bad options as participants are able to anticipate the good and the bad options. This thesis tested the SMH using a combination of psychophysiological methods (Eye-tracking, Pupillometry, Heart Rate and Blood Pressure measurements), behavioural measurements and psychometric measures of individual differences in combination with the IGT. The systematic review, meta-analyses and the experiments described in this Thesis explored the validity of these assumptions and found that they are not accurately manifested in behaviour during IGT performance. A novel methodology not previously employed was used to capture somatic markers through pupillary responses. Explicit learning was also assessed by the eye-tracking methodology in testing IGT performance in normal conditions and under stress. The results from the first two experiments indicated that explicit processing and knowledge about the task are more critical factors during the early stages of the game than previously suggested. Although there were some indicators of the existence of somatic markers, it was found that cognitive reflection, conscious awareness and increased cognitive processing occurred early in the game and guided behaviour on IGT. The results from the final experiment revealed that IGT performance in healthy individuals is not always optimal; stress levels impaired performance whereby a lack of, or insufficient cognitive processing early in the game may create a somatic signal that interferes with IGT performance. Furthermore, attentional processing, cognitive reflection and conscious awareness can be disrupted by stress resulting in non-optimal decision-making strategies that consequently interfere with performance on the IGT. Taken together, these results challenge the basic premises of the SMH and could be best explained within the dual-process framework (e.g., Brevers, Bechara, Cleeremans, & Noel, 2013). If somatic markers do not play a significant role in learning IGT than the task needs to be re-evaluated and caution is warranted when the IGT is used as a diagnostic tool to measure decision-making deficits in clinical populations.
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Proctor, Darby. "Gambling and Decision-Making Among Primates: The Primate Gambling Task." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/psych_diss/108.

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Humans have a tendency to engage in economically irrational behaviors such as gambling, which typically leads to long-term financial losses. While there has been much research on human gambling behavior, relatively little work has been done to explore the evolutionary origins of this behavior. To examine the adaptive pressures that may have led to this seemingly irrational behavior in humans, nonhuman primates were tested to explore their reactions to gambling type scenarios. Several experiments based on traditional human economic experiments were adapted for use with a wider variety of primate species including chimpanzees and capuchin monkeys. This allowed for testing multiple species using similar methodologies in order to make more accurate comparisons of species abilities. This series of tasks helps to elucidate risky decision-making behavior in three primate species.
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Chen, Vera Jane Xingle. "Behavioural and neural correlates of the Iowa gambling task." Thesis, University of Birmingham, 2013. http://etheses.bham.ac.uk//id/eprint/4716/.

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The current set of studies aimed to examine reward related learning on the Iowa gambling task (IGT) in younger and older healthy adults as well as patients with brain injury. The studies look at the relationship of reward-based learning, non-reward related rule learning, emotion processes, and executive function abilities. The investigations also examine neural correlates of reward-based learning using voxel-based morphometry (VBM) with brain-injured patients and functional magnetic resonance imaging (fMRI) method with younger healthy adults. No significant age related effects were found on IGT performance. A significant positive association was found for IGT performance and classification of positive valence pictures while controlling for apathy scale scores. Mapping of grey matter correlates of early learning for reward-based learning (IGT) and non-reward related rule learning (BRFS) revealed a similar left frontal pole neural correlate for both tasks and the differential right caudate association for reward-based learning on the IGT. For the fMRI investigation, general decision-making on the IGT in healthy younger adults involved left orbitofrontal cortex, right anterior cingulate, middle and inferior frontal gyrus. Learning in the IGT involved the right cerebellum, left frontal pole, and left caudate. Amygdala involvement was also found.
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Bakos, Daniela Di Giorgio Schneider. "Iowa gambling task: considerações desenvolvimentais e implicações neuropsicológicas e psicométricas." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2008. http://hdl.handle.net/10183/16663.

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Atualmente, diversos estudos sobre a tomada de decisão (TD) têm sido conduzidos, com base na Hipótese do Marcador Somático (HMS), utilizando como ferramenta de avaliação a Iowa Gambling Task (IGT). Neste contexto, esta tese teve por objetivo geral analisar o processo de TD, bem como a tarefa usualmente utilizada para mensurá-lo, a IGT. Visando a atender esta finalidade, três estudos foram conduzidos, buscando investigar o processo decisório a partir de diferentes aspectos. O primeiro deles discutiu a TD dentro de uma perspectiva do desenvolvimento, comparando adultos jovens e adultos idosos em seu comportamento de escolha. Já o segundo, tratou de investigar a possível influência de componentes de impulsividade e diferentes processos cognitivos, como a memória de trabalho, o aprendizado associativo e reverso e a atenção, no processo de tomar decisões. O terceiro e último estudo averiguou o efeito da cultura na tomada de decisões, comparando o desempenho de indivíduos brasileiros e norte-americanos na IGT. Os resultados do primeiro estudo evidenciaram que tanto adultos jovens quanto adultos idosos apresentam um comportamento guiado, principalmente, pela expectativa de uma baixa freqüência de punições. Não houve diferenças significativas entre os dois grupos etários, quanto à quantidade de cartas retiradas de cada baralho, embora cada grupo tenha revelado um processo distinto de aprendizagem ao longo da tarefa. No segundo estudo, padrões distintos de correlações nos dois grupos etários foram verificados. Em se tratando dos adultos jovens, uma influência do aprendizado associativo e reverso no processo de TD mensurado pela IGT (conforme o critério tradicional de análise) foi observada. Ao se considerar as correlações constatadas nos participantes adultos idosos, averiguou-se uma associação entre o subteste dígitos (ordem direta e inversa) e os escores com base na freqüência (punição) alcançados na IGT. Finalmente, os achados do terceiro estudo apresentaram diferenças importantes entre os dois grupos culturais, revelando que tanto adultos jovens quanto adultos idosos norte-americanos atingem escores mais elevados na IGT. Considerados em conjunto, os resultados mostram que a IGT é uma tarefa complexa, sofrendo a influência, em alguma extensão, de outros processos cognitivos e de aspectos culturais e desenvolvimentais.
Several studies on decision making (DM) have been recently conducted, based on the Somatic Marker Hypothesis (SMH) and using the Iowa Gambling Task (IGT) as assessment tool. In that context, this dissertation aimed at analyzing the DM process and the task commonly used to measure it, i.e., IGT. To achieve that goal, three studies were performed to investigate the DM process based on different aspects. The first discussed DM within a development perspective, comparing young and older individuals in their choice behavior. The second investigated the possible influence of impulsivity components and other more basic cognitive processes, such as working memory, reverse learning and attention, on the DM process. Finally, the third study verified the effect of DM culture, comparing the performance of Brazilian and American individuals in IGT. The results of the first study demonstrated that both young and elderly individuals choose cards in decks "B" and "D," which indicates a behavior that is mainly guided by the expectation of a low frequency of punishments. There were no significant differences between both age groups as to the amount of cards taken from each deck, although each group has shown a different learning process during the task. In the second study, different correlation patterns between the age groups were observed. With regard to the young individuals, the performance in reversal learning was correlated with the score obtained in IGT, showing the importance of the ability of associating stimuli and further reversion into a proper choice process during the task. As for the older individuals, a correlation between the digit span and the IGT was found. Finally, the findings of the third study had major differences between both cultural groups, demonstrating that American young and elderly individuals reached higher IGT scores. Considered as a group, the results show that IGT is a complex task and, to a certain extent, is influenced by other cognitive processes and cultural and developmental aspects.
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Fernie, Gordon. "Factors affecting learning and decision-making in the Iowa Gambling Task." Thesis, University of Nottingham, 2007. http://eprints.nottingham.ac.uk/10421/.

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Damasio's somatic marker hypothesis (SMH; Damasio, 1994, 1996) integrates emotion with rational decision-making using evidence drawn from neurology, neuroscience and performance on a now widely cited decision-making test developed to model real-life in a laboratory setting (the Iowa Gambling Task; Bechara, Damasio, Damasio and Anderson, 1994). The SMH posits a critical input from an embodied emotional system (somatic markers) in making decisions in choice situations. But Damasio's consideration of how the undamaged brain interacts with the body has some interesting and somewhat controversial implications in the context of modern psychological research on choice behaviour. In interpreting behaviour on the IGT in accordance with the SMH three central assumptions have been made: a) that somatic markers indicate the goodness or badness of alternatives and without them decision-making cannot become optimal, b) this somatic biasing or guidance can occur unconsciously or in the absence of explicit knowledge, and c) that the system operates so as to maximize or achieve the best outcome in the long-term. The Experiments described in this thesis have explored the validity of the second and third assumptions and found that they are not accurately reflected in behaviour on the IGT. The importance of information about the IGT in the instructions participants receive suggested that explicit knowledge about the task is a more critical factor than any somatic input. No evidence of a somatic influence prior to the emergence of explicit knowledge sufficient to guide behaviour was found. Instead there were indications that knowledge precedes somatic activity on the IGT. Novel manipulations of the reinforcement contingencies in individual decks also revealed that immediate outcomes of choices are an important determinant of subsequent behaviour. Selection does not solely depend on long-term outcomes.
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Godinho, Maria João de Pinho. "Escolher bem ou mal: um teste crítico do Iowa Gambling Task." Master's thesis, Universidade de Aveiro, 2017. http://hdl.handle.net/10773/23131.

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Mestardo em Psicologia da Saúde e Reabilitação Neuropsicológica
Os seres humanos estão constantemente a fazer escolhas, por isso compreender as escolhas é essencial para compreender o próprio comportamento. A utilização do Iowa Gambling Task (IGT) em populações clínicas pressupõe que o desempenho de sujeitos saudáveis é bem compreendido. Contudo, este não parece ser o caso dado que participantes saudáveis parecem minimizar a frequência de perdas em vez de maximizar os ganhos a longo prazo. Este facto por si só pode colocar em causa o edifício teórico do IGT e questionar seriamente a sua utilização em populações clínicas. Este estudo procura contribuir para a clarificação do desempenho dos sujeitos saudáveis no IGT recorrendo a uma versão simplificada com apenas dois baralhos, um favorável e outro desfavorável. Um grupo de participantes saudáveis (n = 24) foi exposto a uma versão simplificada do IGT com uma linha de base positiva (LB+) em que todas as cartas permitiam ganhos e algumas estavam também associadas a perdas. Um outro grupo de participantes saudáveis (n = 24) foi exposto a uma versão com uma linha de base negativa (LB-) em que todas as cartas levavam a perdas e algumas estavam também associadas a ganhos. Cada participante completou seis jogos, três em que o diferencial a longo prazo entre baralhos era elevado e outros três em que era baixo. Dentro de cada diferencial, o que variava entre jogos era a probabilidade de perdas (grupo LB+) ou a probabilidade de ganhos (LB-). Embora em média os participantes preferissem os baralhos favoráveis, no grupo LB+, as preferências foram determinadas pela minimização da frequência de perdas enquanto, no grupo LB-, as preferências foram determinadas pela maximização da frequência de ganhos. O diferencial entre baralhos não teve qualquer influência nas preferências em qualquer dos grupos. No seu conjunto, estes resultados questionam um dos pressupostos fundamentais do IGT. Não é a maximização de ganhos a longo prazo que guia a preferência, mas sim a frequência de perdas e ganhos.
Humans are constantly making choices, hence understanding choices is essential to understanding one's behavior. The use of the Iowa Gambling Task (IGT) in clinical populations assumes that the performance of healthy subjects is well understood. However, this does not appear to be the case given that healthy participants seem to minimize the frequency of losses rather than maximizing long-term gains. This in itself weakens the theoretical building of the IGT and seriously questions its use in clinical populations. This study aims to contribute to the clarification of performance of healthy subjects in the IGT using a simplified version with only two decks, one advantageous and one disadvantageous. A healthy group of participants (n = 24) was exposed to a simplified version of IGT with a positive baseline (LB+) in which all cards allowed gains and some were also associated with losses. Another group of healthy participants (n = 24) was exposed to a negative baseline (LB-) version in which all cards led to losses and some were also associated with gains. Each participant completed six games, three with large long-term differences between decks and another three with lower differences. Within each difference level, the games differed in the probability of losses (group LB+) or the probability of gains (LB-). Although, on average, participants preferred the advantageous decks, in the LB+ group, preferences were determined by the minimization of the frequency of losses while, in the LB- group, preferences were determined by the maximization of the frequency of gains. The difference level between decks had no influence on preference in either group. Taken together, these results challenge one of the key assumptions of the IGT. It is not the long-term gain maximization that guides the preference, but the frequency of losses and gains.
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Inman, Cory. "Emotional Awareness and Psychophysiological Markers of Performance on the Iowa Gambling Task." Digital Archive @ GSU, 2007. http://digitalarchive.gsu.edu/psych_hontheses/4.

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The present study examines the relationship of emotional awareness to anticipatory psychophysiological markers and performance on the Iowa Gambling Task (IGT). The IGT is a computerized card game that simulates real-life decisions through uncertainty of reward or punishment. The participant’s goal is to make advantageous card choices. Anticipatory somatic markers of physiological arousal, like electrodermal activity and heart rate, have been proposed to bias decisions in the IGT. The central hypothesis is that a participant’s emotional awareness is related to their ability to make advantageous decisions through biasing psychophysiological responses. The Toronto Alexithymia Scale was used to assess each participant’s emotional awareness. Less emotional awareness was associated with enhanced performance on the IGT. However, anticipatory physiological arousal (electrodermal activity and heart rate) and emotional awareness yielded no significant relationships. Findings suggest a need for further research on cognitive models, such as the expectancy valence model, in relation to decision-making.
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Amoss, Richard Toby. "Frontal Alpha and Beta EEG Power Asymmetry and Iowa Gambling Task Performance." Digital Archive @ GSU, 2009. http://digitalarchive.gsu.edu/psych_theses/58.

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Frontal electroencephalographic (EEG) alpha (α) asymmetry may index the activation of lateralized affect and motivation systems in humans. Resting EEG activation was measured and its relationship to Iowa gambling task (IGT) performance was evaluated. No effects were found for α power asymmetry. However, beta (β) power asymmetry, an alternative measure of resting EEG activation, was associated with the number of risky decisions made in the early portion of the task. Additionally, IGT deck selection patterns suggest there are at least three distinct performance styles in healthy individuals. Interestingly, β power asymmetry contradicts performance predictions based on accepted frontal asymmetry affect and motivation models.
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Hardy, Christina M. "The effects of positive and negative affect on Iowa gambling task performance." View electronic thesis, 2008. http://dl.uncw.edu/etd/2008-3/hardyc/christinahardy.pdf.

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Jeyarajah, Jenny Vennukkah. "Comparing Cognitive Decision Models of Iowa Gambling Task in Indivituals Following Temporal Lobectomy." Digital Archive @ GSU, 2009. http://digitalarchive.gsu.edu/math_theses/83.

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This study examined the theoretical basis for decision making behavior of patients with right or left temporal lobectomy and a control group when they participated in the Iowa Gambling Task. Two cognitive decision models, Expectancy Valence Model and Strategy Switching Heuristic Choice Model, were compared for best fit. The best fitting model was then chosen to provide the basis for parameter estimation (sources of decision making, i.e. cognitive, motivational, and response processes) and interpretation. Both models outperformed the baseline model. However comparison of G2 means between the two cognitive decision models showed the expectancy valence model having a higher mean and thus a better model between the two. Decision parameters were analyzed for the expectancy valence model. The analysis revealed that the parameters were not significant between the three groups. The data was simulated from the baseline model to determine whether the models are different from baseline.
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Books on the topic "Iowa Gambling Task (IGT)"

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Huang, Jong-Tsun, Yao-Chu Chiu, Ching-Hung Lin, and Jeng-Ren Duann, eds. Twenty Years After the Iowa Gambling Task: Rationality, Emotion, and Decision-Making. Frontiers Media SA, 2018. http://dx.doi.org/10.3389/978-2-88945-528-7.

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Book chapters on the topic "Iowa Gambling Task (IGT)"

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Carroll, Marilyn E., Peter A. Santi, Joseph Zohar, Thomas R. E. Barnes, Peter Verheart, Per Svenningsson, Per E. Andrén, et al. "Iowa Gambling Task." In Encyclopedia of Psychopharmacology, 668. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-540-68706-1_853.

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Kora Venu, Sagar, Roozbeh Sadeghian, Saeed Esmaili Sardari, Hadis Dashtestani, Amir Gandjbakhche, and Siamak Aram. "Neural Correlation of Brain Activities and Gaming Using Functional Near-Infrared Spectroscopy and Iowa Gambling Task." In Advances in Neuroergonomics and Cognitive Engineering, 16–22. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-51041-1_3.

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"Iowa Gambling Task." In Encyclopedia of Psychopharmacology, 854. Berlin, Heidelberg: Springer Berlin Heidelberg, 2015. http://dx.doi.org/10.1007/978-3-642-36172-2_201082.

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Gray, Joshua C., Sandra Sanchez-Roige, Abraham A. Palmer, Harriet de Wit, and James MacKillop. "Genetics of decision-making." In Genes, brain, and emotions, 188–202. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780198793014.003.0013.

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Persistent maladaptive decision-making is central to several psychiatric conditions, particularly addiction. Decision-making measures may serve as promising intermediate phenotypes (i.e. intervening mechanisms that link genetic variation to clinical vulnerability) and thus elucidate biological mechanisms that increase risk for addiction and related psychiatric disorders. This chapter focuses on the heritability and specific genetic correlates of the three most widely studied experimental measures of decision-making: impulsivity, measured by delayed reward discounting; disadvantageous decision-making, measured by the Iowa Gambling Task; and risk sensitivity, measured by the Balloon Analogue Risk Task. Despite some evidence of heritability for all phenotypes, the candidate gene studies reveal inconsistent findings. The extant literature is limited by small sample sizes, and a focus on select candidate genes, primarily related to dopaminergic and serotonergic systems. To advance the science, research will need to aggregate studies, increase sample sizes, explore subpopulations, and utilize genome-wide association studies to expand the genomic scope.
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Conference papers on the topic "Iowa Gambling Task (IGT)"

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Felippe, Luna Vasconcelos, Eduardo Sales Loureiro, Ana Luiza Cotta Mourão Guimarães, Anna Carolina Dockhorn de Menezes Carvalho Costa, and Mariana Lacerda Reis Grenfell. "Frontotemporal dementia and Iowa Gambling Task: a literature review on decision-making process." In XIII Congresso Paulista de Neurologia. Zeppelini Editorial e Comunicação, 2021. http://dx.doi.org/10.5327/1516-3180.199.

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Background: Frontotemporal dementia (FDT) is related to memory and behavioral changes. There are variants in which the damage is more pronounced in one cognitive domain. Among the behavioral changes is the decision-making process. To evaluate this skill executive function tests are used, such as the Iowa Gambling Task (IGT). Objectives: Analyze the correlation between Iowa Gambling Task and decision- making process in patients with FDT. Methods: A review was conducted on PubMed, using the key words “Iowa Gambling Task AND Frontotemporal Dementia”, resulting in 4 papers. From those, 3 were included. Results: In Gleichgerrcht et al. (2012) IGT was used as a parameter to investigate risk taking on the decision-making process in patients with Primary Progressive Aphasia (PPA) and its subtypes (PPA is frequently associated with FTD) versus subjects with behavioral variant from FTD (bvFTD). PPA subjects had no improvement throughout the task, proving that there is an impairment in decision-making. The bvFTD group progression showed that this group has a tendency to choose risky behaviors, suggesting an inability to foresee negative outcomes. In Girardi, MacPherson & Abrahams (2011) the frontal variant was analyzed in subjects with ALS and had similar results, showing also a failure to learn how to avoid disadvantageous choices. Torralva et al. (2017) analyzed the results on subjects with the frontal variant in which the results were consistent with the previous studies analyzed in this review. Conclusion: In patients with FTD, the IGT proves that a cognitive impairment in the decision-making and risk-taking process is present.
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Kornev, Denis, Roozbeh Sadeghian, Stanley Nwoji, Qinghua He, Amir Gandjbbakhche, and Siamak Aram. "Machine Learning-Based Gaming Behavior Prediction Platform." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001826.

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Brain disorders caused by Gaming Addiction drastically increased due to the rise of Internet users and Internet Gaming auditory. Driven by such a tendency, in 2018, World Health Organization (WHO) and the American Medical Association (AMA) addressed this problem as a “gaming disorder” and added it to official manuals. Scientific society equipped by statistical analysis methods such as t-test, ANOVA, and neuroimaging techniques, such as functional magnetic resonance imaging (fMRI), positron emission tomography (PET), and electroencephalography (EEG), has achieved significant success in brain mapping, examining dynamics and patterns in different conditions and stages. Nevertheless, more powerful, self-learning intelligent algorithms are suitable not only to evaluate the correlation between gaming addiction patterns but also to predict behavior and prognosis brain response depending on the addiction severity. The current paper aims to enrich the knowledge base of the correlation between gaming activity, decision-making, and brain activation, using Machine Learning (ML) algorithms and advanced neuroimaging techniques. The proposed gaming behavior patterns prediction platform was built inside the experiment environment composed of a Functional Near-Infrared Spectrometer (fNIRS) and the computer version of Iowa Gambling Task (IGT). Thirty healthy participants were hired to perform 100 cards selection while equipped with fNIRS. Thus, accelerated by IGT gaming decision-making process was synchronized with changes of oxy-hemoglobin (HbO) levels in the human brain, averaged, and investigated in the left and the right brain hemispheres as well as different psychosomatic conditions, conditionally divided by blocks with 20 card trials in each: absolute unknown and uncertainty in the first block, “pre-hunch” and “hunch” in the second and third blocks, and conceptuality and risky in the fourth and fifth blocks. The features space was constructed around the HbO signal, split by training and tested in two proportions 70/30 and 80/20, and drove patterns prediction ML-based platform consisted of five mechanics, such as Multiple Regression, Classification and Regression Trees (CART), Support Vector Machine (SVM), Artificial Neural Network (ANN), and Random Forest. The algorithm prediction power was validated by the 5- and 10-fold cross-validation method and compared by Root Mean Squared Error (RMSE) and coefficient of determination (R Squared) metrics. Indicators of “the best” fit model, lowest RMSE, and highest R Squared were determined for each block and both brain hemispheres and used to make a conclusion about prediction accuracy: SVM algorithm with RBF kernel, Random Forest, and ANN demonstrated the best accuracy in most cases. Lastly, “best fit” classifiers were applied to the testing dataset and finalized the experiment. Hence, the distribution of gaming score was predicted by five blocks and both brain hemispheres that reflect the decision-making process patterns during gaming. The investigation showed increasing ML algorithm prediction power from IGT block one to five, reflecting an increasing learning effect as a behavioral pattern. Furthermore, performed inside constructed platform simulation could benefit in diagnosing gaming disorders, their patterns, mechanisms, and abnormalities.
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Lowe, Robert, Boris Duran, and Tom Ziemke. "A dynamic field theoretic model of Iowa gambling task performance." In 2010 IEEE 9th International Conference on Development and Learning (ICDL 2010). IEEE, 2010. http://dx.doi.org/10.1109/devlrn.2010.5578826.

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Guo, Yuemeng, Sensen Song, Hanbo Xie, Xiaoxue Gao, and Jianlei Zhang. "ARIMA and RNN for Selection Sequences Prediction in Iowa Gambling Task." In 2022 2nd International Conference on Artificial Intelligence and Signal Processing (AISP). IEEE, 2022. http://dx.doi.org/10.1109/aisp53593.2022.9760558.

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İçellioğlu, Serra. "Effects Of Explicit Knowledge And Metacognitive Thoughts On Iowa Gambling Task Performance." In 5th icCSBs 2017 The Annual International Conference on Cognitive - Social and Behavioural Sciences. Cognitive-crcs, 2017. http://dx.doi.org/10.15405/epsbs.2017.01.02.2.

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"Effects of Value Function in Prediction Performance of Human Behavioral Models in Iowa Gambling Task." In 2nd International Conference on Advances in Engineering Sciences and Applied Mathematics. International Institute of Engineers, 2014. http://dx.doi.org/10.15242/iie.e0514052.

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Berto, Leticia M., Paula D. P. Costa, Alexandre S. Simoes, Ricardo R. Gudwin, and Esther L. Colombini. "An Iowa Gambling Task-based experiment applied to robots: A Study on Long-term Decision Making." In 2021 IEEE International Conference on Development and Learning (ICDL). IEEE, 2021. http://dx.doi.org/10.1109/icdl49984.2021.9515632.

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KALIDINDI, KIRAN, HOWARD BOWMAN, and BRADLEY WYBLE. "AN INVESTIGATION OF THE MYOPIA FOR FUTURE CONSEQUENCES THEORY OF VMF PATIENT BEHAVIOUR ON THE IOWA GAMBLING TASK: AN ABSTRACT NEURAL NETWORK SIMULATION." In Proceedings of the Ninth Neural Computation and Psychology Workshop. WORLD SCIENTIFIC, 2005. http://dx.doi.org/10.1142/9789812701886_0034.

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