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1.
Appl Neuropsychol Adult ; : 1-13, 2023 Jan 13.
Artículo en Inglés | MEDLINE | ID: mdl-36639359

RESUMEN

Emotion-based decision making (EBDM) is the capacity to make decisions based on prior emotional consequences of actions. Several neuropsychological tasks, using different gambling paradigms and with different levels of complexity, have been designed to assess EBDM. The Bangor Gambling Task (BGT) was created as a brief and simple card gambling-task to assess EBDM. BGT contains a single-card deck and requires participants to decide whether to gamble or not, which can result in wins or losses. Unknown to the participant, the winning probabilities decrease throughout the task (from 0.75 in the first block to 0.25 in the fifth block), requiring participants to reduce their gambling probability to avoid long-term losses. A few studies have offered evidence regarding the BGT convergent validity. However, there are no computerized versions of BGT available, thus slowing the process of gathering information to explore the EBDM mechanisms behind the task, its validity, and clinical usefulness. In this article, we present a computerized version of the BGT using the Matlab environment and make all our code available. We explore BGT's replicability and analyze its probabilistic structure, providing trial-level and block-level analyses. Eighty-one participants performed the computerized version, which followed the same structure as the original version. It took participants 8.5 ± 3.3 minutes to complete the task, which is faster than the paper version. Replicating previous studies, participants diminished their gambling probability throughout the task, learning to inhibit the initially rewarded gambling behavior. This change in gambling probability could be considered a proxy for EBDM. Our analyses suggest that the last blocks are especially sensitive to capturing deficits in EBDM, and we propose some modifications to BGT's original version to enhance the initial exploratory and learning phase. Our results show that the BGT constitutes a quick and simple task to evaluate EBDM capacities.

2.
BMC Pediatr ; 18(1): 384, 2018 12 07.
Artículo en Inglés | MEDLINE | ID: mdl-30526559

RESUMEN

BACKGROUND: Children's preferences for cariogenic foods and/or drinks has been proven to be associated with exposure to advertisements. This study aimed to assess and compare the proportion of cariogenic food and /or drink advertisements aired on three metropolitan Sydney commercial television channels at different broadcast times during school term and school holidays. METHODS: Three Sydney free-to-air television channels (Channels Seven, Nine, and Ten) were recorded between June 2016 and January 2017. Two weekdays and one weekend day were recorded for a week for each channel during the school term and school holidays, respectively. All channels were recorded from 0630 h until 2300 h. Food and/or drink advertisements were categorised according to the time they were aired and their sugar and acid content. For each channel, school holiday data was compared with school term data. Pearson chi-squared testing was used to determine the difference in advertisements rates across TV channels and broadcast times including school holidays and school term. RESULTS: The proportion of food and/or drink advertisements for all networks was less than 10% of all advertisements. Overall, Channel Ten had the most food and/or drink advertisements (39.74%) and Channel Seven had the lowest (28.60%). Channel Ten aired the largest proportion of food and/or drink advertisements (27.18%) during school term Channel Nine aired the highest number of food and/or drink adverts (15.50%) during school holidays. There were more food and/or drink advertisements during children's viewing hours compared to overlap, adult, and other viewing periods respectively, with Channel Ten airing the highest advertisements (15.72%) and Channel Seven airing the least (11.35%) food and/or drink advertisements. For all analyses, Pearson chi-square tests had a p-value < 0.001. CONCLUSION: Although the overall proportion of food and/or drink advertisements aired on Sydney television is low, the advertisements containing high sugar and /or acid were broadcasted more during children's viewing times than other times and during school term compared to school holidays.


Asunto(s)
Salud del Adolescente , Publicidad/estadística & datos numéricos , Salud Infantil , Salud Bucal , Televisión/estadística & datos numéricos , Adolescente , Australia , Bebidas , Niño , Dieta Cariógena , Alimentos , Humanos
3.
Front Psychol ; 5: 162, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-24711796

RESUMEN

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. Review of literature 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 labeling 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.

4.
Neuropsychology ; 20(3): 290-298, 2006 May.
Artículo en Inglés | MEDLINE | ID: mdl-16719622

RESUMEN

Although it might seem that people with schizophrenia would perform poorly on measures of emotion-based learning, several studies have shown normal levels of performance on the Iowa Gambling Task (IGT; C. E. Y. Evans, C. H. Bowman, & O. H. Turnbull, 2005; L. M. Ritter, J. H. Meador-Woodruff, & G. W. Dalack, 2004; B. Shurman, W. P. Horan, & K. H. Nuechterlein, 2005; K. E. Wilder, D. R. Weinberger, & T. E. Goldberg, 1998). The present article describes a newly developed modification of the IGT involving initial familiarization with the basic contingency pattern then 3 periods of contingency shift. Control participants showed substantial gains during the later trials of each shift period. Analyzed in terms of positive symptoms, those with schizophrenia were little different from control participants. Those high in negative symptoms could perform the basic task but showed remarkably poor performances (no better than chance) in the shift phases, retaining a preference for decks that had previously been "good," even when they experienced substantial losses.


Asunto(s)
Toma de Decisiones/fisiología , Emociones/fisiología , Aprendizaje/fisiología , Esquizofrenia/fisiopatología , Adulto , Análisis de Varianza , Femenino , Juegos Experimentales , Humanos , Masculino , Persona de Mediana Edad , Pruebas Neuropsicológicas/estadística & datos numéricos
5.
J Clin Exp Neuropsychol ; 27(6): 656-64, 2005 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-16019642

RESUMEN

The key role of emotion in complex decision-making is commonly assessed using the Iowa Gambling Task, and has recently been a substantial research topic in neuropsychology. However, the question of subjective experience on such emotion-based learning measures has yet to be fully investigated, largely because previous studies have focussed primarily on behavioral performance measures. The present study investigated subjective experience on the Gambling Task, using a more systematic and quantitative method than that previously employed: evaluating the ability of participants to 'interrogate' emotion-based learning systems. The study also investigated subjective experience in a population (people with schizophrenia) in whom the question of emotional awareness is of special interest. People with schizophrenia showed learning on the Gambling Task at levels entirely comparable with that of controls. Both groups of participants also showed substantial, and rapidly developing, awareness of which decks were 'good' and 'bad'. Importantly, greater awareness was a significant correlate of good performance on the Gambling Task, for both groups, suggesting that there may be greater conscious awareness of emotion-related information in complex decision-making than had previously been appreciated.


Asunto(s)
Concienciación/fisiología , Emoción Expresada/fisiología , Juego de Azar/psicología , Pruebas Neuropsicológicas/estadística & datos numéricos , Esquizofrenia/fisiopatología , Adulto , Análisis de Varianza , Estudios de Casos y Controles , Femenino , Humanos , Masculino , Persona de Mediana Edad , Estadística como Asunto/métodos
6.
Brain Cogn ; 57(1): 21-5, 2005 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-15629209

RESUMEN

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.'


Asunto(s)
Toma de Decisiones , Frustación , Juego de Azar/psicología , Juegos Experimentales , Solución de Problemas , Adolescente , Adulto , Femenino , Humanos , Aprendizaje , Masculino , Microcomputadores , Pruebas Neuropsicológicas , Valores de Referencia , Factores de Tiempo , Interfaz Usuario-Computador
7.
Brain Cogn ; 55(2): 277-82, 2004 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-15177795

RESUMEN

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.


Asunto(s)
Emociones , Juego de Azar/psicología , Juegos Experimentales , Aprendizaje , Pruebas Neuropsicológicas , Adulto , Toma de Decisiones , Femenino , Humanos , Masculino , Solución de Problemas , Valores de Referencia
8.
Brain Cogn ; 53(2): 207-10, 2003 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-14607149

RESUMEN

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


Asunto(s)
Toma de Decisiones , Juego de Azar , Refuerzo en Psicología , Adulto , Femenino , Humanos , Masculino
9.
Brain Cogn ; 53(2): 389-92, 2003 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-14607188

RESUMEN

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.


Asunto(s)
Afecto , Cognición/fisiología , Empatía , Lóbulo Frontal/fisiología , Juego de Azar/psicología , Pruebas Neuropsicológicas , Adulto , Femenino , Humanos , Masculino
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