6 research outputs found

    Reading aloud pseudohomophones in Italian: Always an advantage

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    In the present article, the lexical contribution to nonword reading was evaluated using Italian pseudohomophones that contained atypical letters or letter sequences. Pseudohomophones were read faster than orthographically matched nonwords in both mixed (Experiment 1) and pure (Experiment 2) lists; in addition, a base-word frequency effect was obtained in both conditions. The same pseudohomophone advantage was observed when nonwords without atypical letter sequences were mixed in the experimental list (Experiment 3 ), and it disappeared only in lexical decision, in which pseudohomophones were rejected as quickly as control nonwords. The pattern of results was explained by assuming that, due to their orthographic properties, the Italian pseudohomophones did not benefit from an orthographic lexical contribution and were mainly processed through the interaction system between the sublexical mechanisms and the phonological output lexicon

    Are the gambler's fallacy or the hot-hand fallacy due to an erroneous probability estimate?

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    Through two experiments we investigated, in a laboratory setting, whether a series of identical outcomes in a supposed random game would induce the gamblerâ\u80\u99s fallacy or the hot-hand fallacy. By using two indices of fallacy, the choice of a card on which to bet and the probability estimate of the occurrence of a given outcome, we tested explicitly the widely accepted hypothesis that the two fallacies were based on erroneous probability estimates. Moreover, we investigated whether fallacies increase the proneness to bet. Our results support the occurrence of the gamblerâ\u80\u99s fallacy rather than the hot-hand fallacy but suggest that choice and probability estimates are two reciprocally independent processes. Finally, probability estimates predict the amount bet

    Effect of Casino-Related Sound, Red Light and Pairs on Decision-Making During the Iowa Gambling Task.

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    Casino venues are often characterized by "warm" colors, reward-related sounds, and the presence of others. These factors have always been identified as a key factor in energizing gambling. However, few empirical studies have examined their impact on gambling behaviors. Here, we aimed to explore the impact of combined red light and casino-related sounds, with or without the presence of another participant, on gambling-related behaviors. Gambling behavior was estimated with the Iowa Gambling Task (IGT). Eighty non-gamblers participants took part in one of four experimental conditions (20 participants in each condition); (1) IGT without casino-related sound and under normal (white) light (control), (2) IGT with combined casino-related sound and red light (casino alone), (3) IGT with combined casino-related sound, red light and in front of another participant (casino competition-implicit), and (4) IGT with combined casino-related sound, red light and against another participant (casino competition-explicit). Results showed that, in contrast to the control condition, participants in the three "casino" conditions did not exhibit slower deck selection reaction time after losses than after rewards. Moreover, participants in the two "competition" conditions displayed lowered deck selection reaction time after losses and rewards, as compared with the control and the "casino alone" conditions. These findings suggest that casino environment may diminish the time used for reflecting and thinking before acting after losses. These findings are discussed along with the methodological limitations, potential directions for future studies, as well as implications to enhance prevention strategies of abnormal gambling.JOURNAL ARTICLESCOPUS: ar.jinfo:eu-repo/semantics/publishe
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