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Subjects are told that they have 10 minutes to gain as much money as possible by selling tokens and to adopt any strategy that they prefer. Each trial begins with a circular token (green or purple) at the center of the screen. After a random delay, the token turns blue and its value changes from 0 cents to 30 cents. A white progress bar marks the amount of time the current token had been on the screen, with a maximum length corresponding to 100seconds. Participants could sell the token at anytime by pressing a key. Subjects were explicitly instructed that the green and purple tokens might differ in their timing, and to learn the nature of the differences from direct experience.

Definition contributed by Anonymous
Adaptation of marshmellow test has been asserted to measure the following CONCEPTS
No concepts assertions have been added.

Phenotypes associated with Adaptation of marshmellow test

Disorders

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Traits

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Behaviors

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IMPLEMENTATIONS of Adaptation of marshmellow test
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EXTERNAL DATASETS for Adaptation of marshmellow test
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CONDITIONS

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

No indicators have yet been associated.

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).

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