Iowa Gambling Task Bechara 1994

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This website is operated by MT SecureTrade Iowa Gambling Task Bechara 1994 Limited (“us”, “our”, “we” or the “Company”), a company incorporated under the laws of Malta with registration number C56545 and registered address at @GIGBeach Iowa Gambling Task Bechara 1994 Triq id-Dragunara, St. Julians, STJ 3148, Malta. The Iowa Gambling Task (IGT; Bechara et al, 1994) was designed to assess risk preferences by simulating real-life decision making using uncertainty, rewards, and penalties. The task is sometimes known as Bechara's Gambling Task, and is widely used in research of cognition and emotion. INTRODUCTION In 1994, Bechara and colleagues published the first paper on the Iowa Gambling Task (IGT; Bechara et al., 1994). In this task subjects need to find a way to earn money in a context of variable wins and losses, conflicting short-term and long-term pay-off, and uncertainty of outcomes. Iowa Gambling Task (Bechara et al., 1994), initially developed to investigate patients with frontal lesions (e.g. Bechara et al., 1994; Bechara Damasio & Damasio, 2000, Manes et al., 2002).

Iowa Gambling Task Bechara 1994

The Iowa gambling task is a psychological task thought to simulate real-life decision-making.It was introduced by Bechara, Damasio, Tranel and Anderson (1994), then researchers at the University of Iowa. It has been brought to popular attention by Antonio Damasio, proponent of the Somatic Marker Hypothesis and author of Descartes' Error. The task is sometimes known as Bechara's Gambling Task, and is widely used in research of cognition and emotion.

Participants are presented with 4 virtual decks of cards on a computer screen. They are told that each time they choose a card they will win some game money. Every so often, however, when they choose a card they will win money, but will also lose some money too. The goal of the game is to win as much money as possible. Every card drawn will earn the participant a reward ($100 for Decks A and B; $50 for Decks C and D). Occasionally, a card will also have a penalty (A and B have an total penalty of $1250 for every ten cards; C and D have a total penalty of $250 for every ten cards). Thus, A and B are 'bad decks', and C and D are 'good decks', because Decks A or B will lead to losses over the long run, and Decks C or D will lead to gains. Deck A differs from B and Deck C differs from D in the number of trials over which the losses are distributed: A and C have five smaller loss cards for every ten cards; B and D have one larger loss card for every ten cards.

Bechara 1994 Iowa Gambling Task

Most healthy participants sample cards from each deck, and after about 40 or 50 selections are fairly good at sticking to the good decks. Patients with orbitofrontal cortex (OFC) dysfunction, however, continue to perseverate with the bad decks, sometimes even though they know that they are losing money overall. Concurrent measurement of galvanic skin response shows that healthy participants show a 'stress' reaction to hovering over the bad decks after only 10 trials, long before conscious sensation that the decks are bad. By contrast, patients with OFC dysfunction never develop this physiological reaction to impending punishment. Bechara and his colleagues explain this in terms of the somatic marker hypothesis. The Iowa gambling task is currently being used by a number of research groups using fMRI to investigate which brain regions are activated by the task in healthy volunteers as well as clinical groups with conditions such as schizophrenia and obsessive compulsive disorder.

References[edit edit source]

Bechara A, Damasio AR, Damasio H, Anderson SW (1994). Insensitivity to future consequences following damage to human prefrontal cortex. Cognition, 50: 7-15.

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External links[edit edit source]

Iowa Gambling Task Bechara 1994 Full

A free implementation of the Iowa Gambling task is available as part of the PEBL Project[1]

Iowa Gambling Task Bechara 1994 Full

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