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2.
Front Psychiatry ; 13: 788456, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-35463491

RESUMEN

Background: Since 2007, the Iowa Gambling Task (IGT) has been a standardized clinical assessment tool for assessing decision behavior in 13 psychiatric/neurological conditions. After the publication of Maia and McClelland's (1) article, there were two responses in 2005 from Bechara et al. and Maia and McClelland, respectively, discussing whether implicit emotion or explicit knowledge influences the development of foresighted decision strategies under uncertain circumstances (e.g., as simulated in the IGT). Methods and Results: We reanalyze and verify the data obtained by Maia and McClelland (1) in their study "What participants really know in the Iowa Gambling Task" and find that decision-makers were lured into shortsighted decisions by the prospect of immediate gains and losses. Conclusion: Although the findings of this reanalysis cannot support any arguments concerning the effect of either implicit emotion or explicit knowledge, we find evidence that, based on the gain-loss frequency in the IGT, participants behave myopically. This is consistent with most IGT-related articles (58 out of 86) in Lee et al.'s (2) cross-cultural review. Alternatively, under uncertain circumstances, there is probably no such thing as foresighted decision strategy irrespective of the proposed mechanisms of implicit emotion or explicit knowledge.

4.
Front Psychol ; 7: 1201, 2016.
Artículo en Inglés | MEDLINE | ID: mdl-27582715

RESUMEN

The Iowa Gambling Task (IGT) has been standardized as a clinical assessment tool (Bechara, 2007). Nonetheless, numerous research groups have attempted to modify IGT models to optimize parameters for predicting the choice behavior of normal controls and patients. A decade ago, most researchers considered the expected utility (EU) model (Busemeyer and Stout, 2002) to be the optimal model for predicting choice behavior under uncertainty. However, in recent years, studies have demonstrated that models with the prospect utility (PU) function are more effective than the EU models in the IGT (Ahn et al., 2008). Nevertheless, after some preliminary tests based on our behavioral dataset and modeling, it was determined that the Ahn et al. (2008) PU model is not optimal due to some incompatible results. This study aims to modify the Ahn et al. (2008) PU model to a simplified model and used the IGT performance of 145 subjects as the benchmark data for comparison. In our simplified PU model, the best goodness-of-fit was found mostly as the value of α approached zero. More specifically, we retested the key parameters α, λ, and A in the PU model. Notably, the influence of the parameters α, λ, and A has a hierarchical power structure in terms of manipulating the goodness-of-fit in the PU model. Additionally, we found that the parameters λ and A may be ineffective when the parameter α is close to zero in the PU model. The present simplified model demonstrated that decision makers mostly adopted the strategy of gain-stay loss-shift rather than foreseeing the long-term outcome. However, there are other behavioral variables that are not well revealed under these dynamic-uncertainty situations. Therefore, the optimal behavioral models may not have been found yet. In short, the best model for predicting choice behavior under dynamic-uncertainty situations should be further evaluated.

5.
Behav Neurol ; 2016: 9287092, 2016.
Artículo en Inglés | MEDLINE | ID: mdl-27555668

RESUMEN

Because of dopaminergic neurodegeneration, patients with Parkinson's disease (PD) show impairment in the recognition of negative facial expressions. In the present study, we aimed to determine whether PD patients with more advanced motor problems would show a much greater deficit in recognition of emotional facial expressions than a control group and whether impairment of emotion recognition would extend to positive emotions. Twenty-nine PD patients and 29 age-matched healthy controls were recruited. Participants were asked to discriminate emotions in Experiment 1 and identify gender in Experiment 2. In Experiment 1, PD patients demonstrated a recognition deficit for negative (sadness and anger) and positive faces. Further analysis showed that only PD patients with high motor dysfunction performed poorly in recognition of happy faces. In Experiment 2, PD patients showed an intact ability for gender identification, and the results eliminated possible abilities in the functions measured in Experiment 2 as alternative explanations for the results of Experiment 1. We concluded that patients' ability to recognize emotions deteriorated as the disease progressed. Recognition of negative emotions was impaired first, and then the impairment extended to positive emotions.


Asunto(s)
Enfermedad de Parkinson/psicología , Reconocimiento en Psicología , Anciano , Estudios de Casos y Controles , Emociones/fisiología , Expresión Facial , Reconocimiento Facial/fisiología , Femenino , Humanos , Masculino , Persona de Mediana Edad , Pruebas Neuropsicológicas , Escalas de Valoración Psiquiátrica , Percepción Social
6.
Behav Brain Funct ; 5: 45, 2009 Nov 09.
Artículo en Inglés | MEDLINE | ID: mdl-19895713

RESUMEN

BACKGROUND: Behavioral decision making literature suggests that decision makers are guided less by final outcome than by immediate gain-loss. However, studies of the Iowa Gambling Task (IGT) under dynamic and uncertain conditions reveal very different conclusions about the role of final outcome. Another research group designed a similar yet simpler game, the Soochow Gambling Task (SGT), which demonstrated that, in dynamic decision making, the effect of gain-loss frequency is more powerful than that of final outcome. Further study is needed to determine the precise effect of final outcome on decision makers. This experiment developed two modified SGTs to explore the effect of final outcome under the same gain-loss frequency context. METHODS: Each version of the SGT was performed by twenty-four undergraduate Soochow University students. A large-value (+/- $200, +/- $550 and +/- $1050) and a small-value (+/- $100, +/- $150 and +/- $650) contrast of SGT were conducted to investigate the final outcome effect. The computerized SGT was launched to record and analyze the choices of the participants. RESULTS: The results of both SGT versions consistently showed that the preferred decks A and B to decks C and D. Analysis of learning curves also indicated that, throughout the game, final outcome had a minimal effect on the choices of decision makers. CONCLUSION: Experimental results indicated that, in both the frequent-gain context and the frequent-loss context, final outcome has little effect on decision makers. Most decision makers are guided by gain-loss frequency but not by final outcome.

7.
Behav Brain Funct ; 4: 13, 2008 Mar 19.
Artículo en Inglés | MEDLINE | ID: mdl-18353176

RESUMEN

BACKGROUND: The Somatic Marker Hypothesis suggests that normal subjects are "foreseeable" and ventromedial prefrontal patients are "myopic" in making decisions, as the behavior shown in the Iowa Gambling Task. The present study questions previous findings because of the existing confounding between long-term outcome (expected value, EV) and gain-loss frequency variables in the Iowa Gambling Task (IGT). A newly and symmetrically designed gamble, namely the Soochow Gambling Task (SGT), with a high-contrast EV between bad (A, B) and good (C, D) decks, is conducted to clarify the issue about IGT confounding. Based on the prediction of EV (a basic assumption of IGT), participants should prefer to choose good decks C and D rather than bad decks A and B in SGT. In contrast, according to the prediction of gain-loss frequency, subjects should prefer the decks A and B because they possessed relatively the high-frequency gain. METHODS: The present experiment was performed by 48 participants (24 males and 24 females). Most subjects are college students recruited from different schools. Each subject played the computer version SGT first and completed a questionnaire for identifying their final preference. The IGT experimental procedure was mostly followed to assure a similar condition of decision uncertainty. RESULTS: The SGT experiment demonstrated that the prediction of gain-loss frequency is confirmed. Most subjects preferred to choose the bad decks A and B than good decks C and D. The learning curve and questionnaire data indicate that subjects can not "hunch" the EV throughout the game. Further analysis of the effect of previous choice demonstrated that immediate gain increases the probability to stay at the same deck. CONCLUSION: SGT provides a balanced structure to clarify the confounding inside IGT and demonstrates that gain-loss frequency rather than EV guides decision makers in these high-ambiguity gambles. Additionally, the choice behavior is mostly following the "gain-stay, lose-randomize" strategy to cope with the uncertain situation. As demonstrated in SGT, immediate gain can bring about a long-term loss under uncertainty. This empirical result may explain some shortsighted behaviors in real life.

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