- Iowa Gambling Task Bechara 1994 Youtube
- Iowa Gambling Task Bechara 1994 Episode
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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. Decision making. The Iowa Gambling Task Bechara, A., Damasio, A.R., Damasio, H., Anderson, S.W., 1994. Insensitivity to future consequences following damage to human prefrontal cortex. Cognition 50, 7–15, which is the most widely used brisk-anticipation taskQ in clinical studies, has been demonstrated to be sensitive to lesions. Designed in 1994, the Iowa gambling task (IGT) has become one of the most complicated tasks used to study executive functions and emotionally driven decision making under uncertainty (Bechara et al., 1994, 1997, 1998, 1999, 2000).
The Iowa gambling task (IGT) is one of the most popular tasks used to study decision- making deficits in clinical populations. In order to decompose performance on the IGT in its constituent psychological processes, several cognitive models have been proposed. The Iowa Gambling Task (IGT; Bechara et al., 1994) was designed to assess decision-making abilities in VMPFC patients under such conditions of complexity and uncertainty. Participants are instructed to maximize winnings while choosing repeatedly from four decks of playing cards that unpredictably yield wins and losses.
![Gambling Gambling](/uploads/1/3/4/1/134102522/652711517.jpg)
A decision task designed to simulate real-life decision-making. On each trial the decision maker chooses a card from one of four decks, each choice resulting in a fixed gain of $100 for any card from two of the decks or $50 for any card from the other two, although the decision maker is not told this. For some cards, the decision maker also suffers a loss. Losses total $1,250 for every ten cards in two of the decks and $250 for every ten cards in the other two. These gains and losses are arranged so that two of the decks yield substantial expected losses and the other two substantial expected gains over every run of 10 cards, but there are sharp differences between short-term and long-term payoffs, small losses occurring relatively frequently in some decks and larger but less frequent losses occurring in others. The task was introduced by the Canadian neuroscientist Antoine Bechara (born 1961) and published with three colleagues in the journal Cognition in 1994, where it was shown that people with damage to the prefrontal cortex, in contrast to neurologically undamaged participants in their control group, performed badly, failing to consider the future consequences of their actions and being guided only by immediate prospects. See also somatic marker hypothesis. IGT abbrev. [So-called because the researchers who developed it were at the University of Iowa at the time]
Decisions aren't only made through 'rational' and conscious assessment of options; emotional processing matters. But what role does emotion play in decision making? Antonio Damasio's 'somatic marker' hypothesis holds that we use somatic markers (essentially, gut feelings) to guide decisions when cognitive faculties are busy or when we lack resources or information (Damasio, Tranel & Damasio, 1991). These 'gut feelings' may act subconsciously, steering us towards advantageous options even in the absence of a conscious understanding of the benefits or consequences of a choice.
One way Damasio demonstrated the effects of somatic markers was through the Iowa gambling task (e.g., Bechara, Damasio, Damasio, & Anderson, 1994). In this task, participants are presented with four decks of cards and instructed to choose a card from any of the decks. Each time they chose a card, they either win or lose some money based on what card was drawn. The 'trick' to the task, unknown to the participants, is that two of the decks have small rewards and penalties, but over the long-term will lead to a gain of money. The other two decks have large rewards but also large penalties, and over the long-term will lead to a net loss of money.
Typically, participants end up exclusively selecting cards from the money-winning decks, usually within 40 or 50 trials. But Damasio argues that decisions are guided by somatic markers even before participants are consciously aware of which decks are 'good' or 'bad'. Evidence for his claim comes from skin conductance responses (a measure of emotional arousal), which are higher before 'bad' decisions than 'good' ones, even before the participant has consciously recognized which deck is most rewarding. This finding suggests that the emotional system--via somatic markers--guides participants towards the money-winning decks even before they've consciously recognized them (Bechara, Damasio, Tranel, & Damasio, 1997).
Performance in the Iowa gambling task is also sensitive to brain injury. For example, patients with damage to the orbitofrontal cortex continue to choose from money-losing decks and do not show those variable skin conductance responses. Patients with damage to the ventromedial prefrontal cortex also choose bad decks, but their choices are thought to happen because they are unable to recognize that the higher short-term rewards of the losing decks are countered by larger penalties (Bechara, Damasio, Tranel, & Damasio, 2000).
Other researchers have questioned the somatic marker hypothesis and the utility of the Iowa gambling task. Tiago and McClelland (2004) replicated the original gambling task research, but added their own self-report measure of participants' awareness of the long-term advantages and penalties of different decks. Using their method for self-report, participants showed awareness of the advantageous decks even before they began selecting them exclusively, and well before the 40-50 trials Damasio suggested were necessary.
Standard (default) | Based on the standard Iowa gambling task described by Damasio et al. (1991). Fifty trials are completed using four decks. Two decks have small rewards and penalties, but lead to net gain over time. Two decks have large rewards and large penalties, and lead to net loss over time. |
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Five Decks | This version adds a fifth deck (and ten additional trials) to the standard version. The fifth deck, compared to the other four, has medium penalties and medium rewards, and over time these balance out such that selecting deck five neither gains or loses money in the long run. |
Bechara, A., Damasio, A.R., Damasio, H., & Anderson, S.W. (1994). Insensitivity to future consequences following damage to human prefrontal cortex. Cognition, 50, 7-15.
Bechara A., Damasio H., Tranel D., & Damasio A.R. (1997). Deciding advantageously before knowing the advantageous strategy. Science, 275, 1293-1295.
Iowa Gambling Task Bechara 1994 Youtube
Bechara A., Damasio H., Tranel D., & Damasio A.R. (2000). Characterization of the decision-making deficit of patients with ventromedial prefrontal cortex lesions. Brain, 123, 2189-2202.
Iowa Gambling Task Bechara 1994 Episode
Damasio, A.R., Tranel, D. & Damasio, H. (1991). Somatic markers and the guidance of behaviour: theory and preliminary testing. In Levin, H.S., Eisenberg, H.M., & Benton, A.L. (Eds.), Frontal lobe function and dysfunction (pp. 217-229). New York: Oxford University Press.
Iowa Gambling Task Purchase
Tiago, M. & McClelland, J. (2004). A reexamination of the evidence for the somatic marker hypothesis: What participants really know in the Iowa gambling task. Proceedings of the National Academy of Sciences, 101, 16075–16080.
Trial Number | Trial number in the current block |
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Deck Selection | Deck number chosen by participant |
RT | Time taken (in ms) to make deck selection |
Reward | Reward/gain from deck selection |
Penalty | Penalty/loss from deck selection |
Current Total | Participant's net total after this trial |