27,804 research outputs found

    Versão em português do Iowa Gambling Test: adaptação transcultural e validade discriminate

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    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.OBJETIVO: Iowa Gambling Task é uma tarefa neuropsicológica originalmente desenvolvida em inglês, mais usada no mundo para avaliar o processo de tomada de decisões. Este estudo pretendeu adaptar o Iowa Gambling Task para o português, comparar a versão adaptada com a versão original em inglês e avaliar sua validade discriminante. MÉTODO: Foram investigados 75 adultos brasileiros divididos em três grupos: 1) 25 voluntários sadios proficientes em inglês, avaliados com a versão original em inglês; 2) 25 voluntários sadios não-proficientes em inglês avaliados com o Iowa Gambling Task-português; 3) 25 adultos com Transtorno do Déficit de Atenção e Hiperatividade (avaliados com o Iowa Gambling Task-português. RESULTADOS: Não houve diferenças entre os grupos 1 e 2. No entanto, encontramos diferenças entre os adultos com Transtorno do Déficit de Atenção e Hiperatividade e os outros dois grupos nos blocos 3, 4, 5 e no netscore. CONCLUSÃO: Nossos resultados são semelhantes aos descritos na literatura. Considerando que as duas versões se mostraram equivalentes e os sujeitos com Transtorno do Déficit de Atenção e Hiperatividade desempenharam significativamente pior do que os controles, podemos concluir que a adaptação do Iowa Gambling Task para o português praticado no Brasil é válida e pode ser aplicada no contexto brasileiro

    An investigation of the myopia for future consequences theory of VMF patient behaviour on the Iowa Gambling Task: An abstract neural network simulation

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    Somatic marker theory proposes that body states act as a valence associated with potential choices based on prior outcomes; and thus aid decision-making. The main supporting evidence for this theory arose from clinical interviews of subjects with ventromedial prefrontal cortex (VMF) lesions and their performance on the Iowa Gambling Task (IGT). VMF patient behaviour has been described as myopia about future consequences. The aim of this paper is to investigate the implications of this description using an abstract simulation of the neural mechanisms that could underlie decision-making in this type of reinforcement learning task

    Pro Free Will Priming Enhances "Risk-Taking" Behavior in the Iowa Gambling Task, but not in the Balloon Analogue Risk Task : Two Independent Priming Studies

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    Studies indicated that people behave less responsibly after exposure to information containing deterministic statements as compared to free will statements or neutral statements. Thus, deterministic primes should lead to enhanced risk-taking behavior. We tested this prediction in two studies with healthy participants. In experiment 1, we tested 144 students (24 men) in the laboratory using the Iowa Gambling Task. In experiment 2, we tested 274 participants (104 men) online using the Balloon Analogue Risk Task. In the Iowa Gambling Task, the free will priming condition resulted in more risky decisions than both the deterministic and neutral priming conditions. We observed no priming effects on risk-taking behavior in the Balloon Analogue Risk Task. To explain these unpredicted findings, we consider the somatic marker hypothesis, a gain frequency approach as well as attention to gains and / or inattention to losses. In addition, we highlight the necessity to consider both pro free will and deterministic priming conditions in future studies. Importantly, our and previous results indicate that the effects of pro free will and deterministic priming do not oppose each other on a frequently assumed continuum

    Data from 617 healthy participants performing the Iowa gambling task: a "many labs" collaboration

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    This data pool (N = 617) comes from 10 independent studies assessing performance of healthy participants (i.e., no known neurological impairments) on the Iowa gambling task (IGT) - a task measuring decision making under uncertainty in an experimental context. Participants completed a computerized version of the IGT consisting of 95 - 150 trials. The data consist of the choices of each participant on each trial, and the resulting rewards and losses. The data are stored as .rdata, .csv, and .txt files, and can be reused to (1) analyze IGT performance of healthy participants; (2) create a "super control group"; or (3) facilitate model-comparison efforts

    The Iowa Gambling Task: a critical revision

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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.The Iowa Gambling Task (IGT) is a widely used task in the assessment of the decision-making ability. In this article, we conduct a literature review by comparing IGT versions, different performance assessment measures, and changes to procedures including feedback, spatial randomization of decks, number of trials, number of cards per deck, instructions, payment, and rewards and punishments. On basis of this analysis, we conclude that different versions of the task, changes in application procedures and different measures used to assess the task have an impact on performance, thereby affecting comparison among studies and generalization of results. Finally, we offer suggestions to define adequate procedures

    Endocannabinoid Involvement in Impulsivity and Decision-making

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    Problem gambling is a widespread phenomenon with a prevalence estimate of 2.3% globally (Williams, Volberg, & Stevens, 2012). Although little is known about the neurochemistry underlying this pathological behaviour, evidence suggests that dysregulation of the brain’s endocannabinoid (eCB) system may be implicated in impulsivity and decision-making. For example, chronic cannabis users exhibit impulsive behaviour and impaired decision-making on the Iowa Gambling Task (IGT). The present study sought to further examine the role of the eCB system in problem gambling-related decision-making in laboratory rats using the five-choice serial reaction time task (5-CSRTT), and a recently-developed rodent analogue of the IGT called the rat gambling task (rGT). It was predicted that increasing neural levels of the eCB anandamide by administering the fatty acid amide hydrolase (FAAH) inhibitor URB597 would increase impulsivity as found previously with psychomotor stimulants. Results revealed that URB597 (0.03-1 mg/kg, IP) had no effect on premature responding or correct choices. Cocaine (15 mg/kg, IP) increased premature responding and decreased choice accuracy in the 5-CSRTT, but these effects were not attenuated by the CB1 inverse agonist rimonabant (3 mg/kg, IP). Furthermore, neither URB597 (0.03-1 mg/kg, IP) nor the cannabinoid receptor agonist THC (1.0-1.5 mg/kg, IP) altered optimal choice preference or premature responding in the rGT. Taken together, results did not support the notion that eCBs are involved in impulsivity or decision-making. We also conclude that any involvement of the eCB system in impulsivity is likely a downstream process from dopamine release

    Psychopathic Personality Traits and Iowa Gambling Task Performance in Incarcerated Offenders

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    There is a paucity of research on how psychopathy relates to decision-making. In this study, we assessed the relationship between affective decision-making and psychopathic personality. A sample of prisoners (n D 49) was characterized in terms of psychopathic traits using the Psychopathic Checklist: Screening Version (PCL:SV). Decision-making was assessed using the Iowa Gambling Task (IGT). Higher levels of psychopathy related to more advantageous choices (p D .003). Also counter-intuitively, higher levels of antisocial traits (facet 4) predicted advantageous choices during the learning phase of the task (p D .004). Our findings suggest that some psychopathic facets may be more relevant to decisionmaking under risk, and highlight the importance of further investigations considering facet and trait-level relationships with decision-making

    Decision-making patterns and sensitivity to reward and punishment in children with attention-deficit hyperactivity disorder

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    Earlier studies have demonstrated that attention-deficit hyperactivity disorder (ADHD) is associated with aberrant sensitivity to rewards and punishments. Although some studies have focused on real-life decision making in children with ADHD using the Iowa gambling task, the number of good deck choices, a frequently used index of decision-making ability in the gambling task, is insufficient for investigating the complex decision-making strategies in subjects. In the present study, we investigated decision-making strategies in ADHD children, analyzing T-patterns with rewards, with punishments, and without rewards and punishments during the gambling task, and examined the relationship between decision-making strategies and skin conductance responses (SCRs) to rewards and punishments. We hypothesized that ADHD children and normal children would employ different decision-making strategies depending on their sensitivity to rewards and punishments in the gambling task. Our results revealed that ADHD children had fewer T-patterns with punishments and exhibited a significant tendency to have many T-patterns with rewards, thus supporting our hypothesis. Moreover, in contrast to normal children, ADHD children failed to demonstrate differences between reward and punishment SCRs, supporting the idea that they had an aberrant sensitivity to rewards and punishments. Therefore, we concluded that ADHD children would be impaired in decision-making strategies depending on their aberrant sensitivity to rewards and punishments. However, we were unable to specify whether large reward SCRs or small punishment SCRs is generated in ADHD children
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