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a widely used experiment in the areas of cognition & emotion that was originally developed to assist in detecting decision-making impairment in patients with prefrontal cortex damage; a computerized experiment that is carried out in real time and resembles real-world contingencies. The task allows participants to select cards from four decks displayed on-screen. Participants are instructed that the selection of each card will result in winning or losing money. The objective is to attempt to win as much money as possible. (from http://iowagamblingtask.com/)

On each trial, participants select a card from one of four decks; two ‘bad’ decks offer a higher reward on most trials but also higher possible loss and lower overall expected value, whereas two ‘good’ decks offer a lower reward on most trials but lower possible loss and higher expected value. Participants learn the nature of the decks through trial-and- error. In some versions of the task, the probabilities are not stationary.
Synonyms: Bechara's gambling task
Definition contributed by TSchonberg about six years ago

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Iowa Gambling Task has been asserted to measure the following CONCEPTS






DISORDERS associated with Iowa Gambling Task
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IMPLEMENTATIONS of Iowa Gambling Task
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EXTERNAL DATASETS for Iowa Gambling Task
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CONDITIONS
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Experimental conditions are the subsets of an experiment that define the relevant experimental manipulation.

CONTRASTS

In the Cognitive Atlas, we define a contrast as any function over experimental conditions. The simplest contrast is the indicator value for a specific condition; more complex contrasts include linear or nonlinear functions of the indicator across different experimental conditions.

INDICATORS

An indicator is a specific quantitative or qualitative variable that is recorded for analysis. These may include behavioral variables (such as response time, accuracy, or other measures of performance) or physiological variables (including genetics, psychophysiology, or brain imaging data).


User Discussion


"Does it still make sense to describe the IGT as measuring somatic markers (as described by the somatic markers hypothesis) when this is so controversial in the literature?"
MLewis (about five years ago)

Term History

REVISION 2

Definition contributed by BGregory about seven years ago:a widely used experiment in the areas of cognition & emotion that was originally developed to assist in detecting decision-making impairment in patients with prefrontal cortex damage; a computerized experiment that is carried out in real time and resembles real-world contingencies. The task allows participants to select cards from four decks displayed on-screen. Participants are instructed that the selection of each card will result in winning or losing money. The objective is to attempt to win as much money as possible. (from http://iowagamblingtask.com/)

REVISION 1

Definition contributed by SAdministrator about eight years ago:No definition submitted yet

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