Gain-loss frequency and final outcome in the Soochow Gambling Task: A Reassessment
TL;DR: Two modified SGTs were developed to explore the effect of final outcome under the same gain-loss frequency context and results indicated that, in both the frequent-gain context and therequent-loss context, final outcome has little effect on decision makers.
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Abstract: 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.
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Citations
Rodent versions of the iowa gambling task: opportunities and challenges for the understanding of decision-making.
Leonie de Visser,Judith R. Homberg,M.D. Mitsogiannis,Fiona D. Zeeb,Marion Rivalan,Aurélie Fitoussi,Vasco Galhardo,Ruud van den Bos,C. A. Winstanley,Françoise Dellu-Hagedorn +9 more
TL;DR: New rodent models based on the same principle have been developed to investigate the neurobiological mechanisms underlying IGT-like decision-making on behavioral, neural, and pharmacological levels, and the comparative strengths, as well as the similarities and differences between these paradigms are discussed.
Stress effects on framed decisions: there are differences for gains and losses
TL;DR: It is discussed that stress may lead to reduced amygdala activation, which has been found to reduce riskier decisions in a loss domain, and whether stress leads to a stronger evaluation of high gains and a neglect of losses.
Personalized machine learning of depressed mood using wearables.
Rutvik V Shah,Gillian Grennan,Mariam Zafar-Khan,Fahad Alim,Sujit Dey,Dhakshin S. Ramanathan,Jyoti Mishra +6 more
TL;DR: In this article, the authors used a combination of longitudinal ecological momentary assessments of depression, neurocognitive sampling synchronized with electroencephalography, and lifestyle data from wearables to generate individualized predictions of depressed mood over a 1-month time period.
Reexamining the Validity and Reliability of the Clinical Version of the Iowa Gambling Task: Evidence from a Normal Subject Group
TL;DR: The present form of the clinical IGT version has only one stage, so its use should be reconsidered for examining normal decision makers; results from patient groups must also be interpreted with great care.
What have we learned about the processes involved in the Iowa Gambling Task from developmental studies
TL;DR: Developmental studies using the Iowa Gambling Task or child-friendly adaptations of the IGT are reviewed to show how these findings provide a better understanding of the processes involved in decision-making under uncertainty.
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