School of Psychology, Bangor University, Bangor,Wales LL57 2AS, UK.
J Clin Exp Neuropsychol. 2012;34(3):243-55. doi: 10.1080/13803395.2011.633496. Epub 2011 Dec 21.
Over the past decade, the decision-making task of Bechara, Damasio, Damasio, and Anderson (1994) , otherwise known as the Iowa Gambling Task (or IGT), has been employed in several hundred published studies. This task has helped to elucidate the nature of normal and abnormal decision making. However, the IGT has also proven time consuming to administer and difficult to employ in some clinical settings. The present study presents a novel measure that drastically reduces the time required for task administration: the Bangor Learning Intuitive and Nonverbal Kaleidoscope Task--BLINK--which employs immediate, nonverbal, visual feedback that allows participants to incorporate win/loss information within several hundred milliseconds. The present study demonstrates that BLINK is approximately 25 times faster than the IGT and also has a lower false-positive rate. In addition, we use expectancy-valence models to fit performance on our task, and we demonstrate that BLINK appears to depend on psychological mechanisms similar to those involved in IGT performance. We discuss several important theoretical and applied implications of the BLINK task.
在过去的十年中,Bechara、Damasio、Damasio 和 Anderson(1994 年)的决策任务,也称为爱荷华赌博任务(或 IGT),已被用于数百项已发表的研究中。该任务有助于阐明正常和异常决策的本质。然而,IGT 在某些临床环境中也被证明需要花费大量时间进行管理,并且难以实施。本研究提出了一种新的测量方法,可以大大减少任务管理所需的时间:Bangor 学习直观和非言语万花筒任务——BLINK——它采用即时的、非言语的、视觉反馈,使参与者能够在几百毫秒内整合赢/输信息。本研究表明,BLINK 比 IGT 快约 25 倍,且假阳性率也更低。此外,我们使用期望-价值模型来拟合我们任务的表现,并且我们证明 BLINK 似乎依赖于与 IGT 性能相关的类似心理机制。我们讨论了 BLINK 任务的几个重要理论和应用意义。