Emotion-based decision making (EBDM) is the capacity to make decisions based on prior emotional consequences of actions. Several neuropsychological tasks, using different gambling paradigms and with different levels of complexity, have been designed to assess EBDM. The Bangor Gambling Task (BGT) was created as a brief and simple card gambling-task to assess EBDM. BGT contains a single-card deck and requires participants to decide whether to gamble or not, which can result in wins or losses. Unknown to the participant, the winning probabilities decrease throughout the task (from 0.75 in the first block to 0.25 in the fifth block), requiring participants to reduce their gambling probability to avoid long-term losses. A few studies have offered evidence regarding the BGT convergent validity. However, there are no computerized versions of BGT available, thus slowing the process of gathering information to explore the EBDM mechanisms behind the task, its validity, and clinical usefulness. In this article, we present a computerized version of the BGT using the Matlab environment and make all our code available. We explore BGT's replicability and analyze its probabilistic structure, providing trial-level and block-level analyses. Eighty-one participants performed the computerized version, which followed the same structure as the original version. It took participants 8.5 ± 3.3 minutes to complete the task, which is faster than the paper version. Replicating previous studies, participants diminished their gambling probability throughout the task, learning to inhibit the initially rewarded gambling behavior. This change in gambling probability could be considered a proxy for EBDM. Our analyses suggest that the last blocks are especially sensitive to capturing deficits in EBDM, and we propose some modifications to BGT's original version to enhance the initial exploratory and learning phase. Our results show that the BGT constitutes a quick and simple task to evaluate EBDM capacities.
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http://dx.doi.org/10.1080/23279095.2022.2162403 | DOI Listing |
Sci Rep
January 2025
Shanghai Financial and Accounting Administration Center, Shanghai Academy for Fiscal Science, Shanghai, China.
The gambler's fallacy is a prevalent cognitive bias in betting behaviors, characterized by the mistaken belief that an independent and identically distributed random process exhibits negative serial correlation. This misconception often arises when individuals observe a series of realized outcomes from the process. We study how varying the quantity of information about the sample of realized outcomes influences individuals' propensity towards the gambler's fallacy in repeated betting.
View Article and Find Full Text PDFAlcohol Alcohol
November 2024
Faculty of Social Sciences, Tampere University, Kalevantie 4, Tampere 33014, Finland.
Aims: Research indicates that shared and specific underlying factors influence different addictions, sometimes resulting in co-occurring problems. The evidence concerning risk and protective factors for gambling and alcohol addiction, along with their co-occurrence, remains ambiguous. To address this gap, this study will conduct longitudinal research to examine the factors associated with at-risk behaviours over time.
View Article and Find Full Text PDFActa Derm Venereol
January 2025
Department of Dermatology and Allergy, TUM School of Medicine and Health, Technical University of Munich, Munich, Germany.
Addictions seem to be more frequent in atopic dermatitis and psoriasis patients than in the general population. This cross-sectional observational study comparatively evaluated substance-related and behavioural addictions in atopic dermatitis and psoriasis patients and analysed possible addiction patterns. From October 2023 to April 2024, 100 atopic dermatitis and 104 psoriasis patients at a German university hospital completed an anonymous questionnaire, including sociodemographic and health-related parameters, along with validated assessment tools for common addictions (smoking, gambling, alcohol, drugs, food, and internet).
View Article and Find Full Text PDFActa Psychol (Amst)
November 2024
School of Psychology, Shanghai University of Sport, Shanghai, China. Electronic address:
In three studies, we investigated how League of Legends (LOL) game experience and game skill relate to players' performance in the Iowa Gambling Task (IGT), Balloon Analogue Risk Task (BART), and Probability Discounting Task (PDT). Additionally, the present study examined the relationship between players' in-game risk preferences and their performance in three types of decision-making tasks. To achieve this, we utilized a self-developed League of Legends Risk Propensity Scale (LRPS) to characterize LOL players' in-game risk preferences.
View Article and Find Full Text PDFGaming Disorder According to the ICD-11: Background, Criteria and Possible Implications Within 60 years, playing computer games - online or offline, with a computer, games console or smartphone - has developed from a niche activity for mostly young males into a global industry worth billions. Studies show that children and adolescents in particular tend to play digital games for several hours a day, making gaming one of the most common leisure activities for young people. A small proportion of young gamers may develop addictive behaviour with harmful effects on their psychosocial functioning.
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