Department of Psychology and Neuroscience, Temple University, 1701 N. 13th Street, Philadelphia, PA, 19122, USA.
Bayesian Beginnings LLC, Columbus, Ohio, USA.
Cogn Affect Behav Neurosci. 2024 Aug;24(4):740-754. doi: 10.3758/s13415-024-01197-6. Epub 2024 Jun 7.
The Iowa Gambling Task (IGT) is used to assess decision-making in clinical populations. The original IGT does not disambiguate reward and punishment learning; however, an adaptation of the task, the "play-or-pass" IGT, was developed to better distinguish between reward and punishment learning. We evaluated the test-retest reliability of measures of reward and punishment learning from the play-or-pass IGT and examined associations with self-reported measures of reward/punishment sensitivity and internalizing symptoms. Participants completed the task across two sessions, and we calculated mean-level differences and rank-order stability of behavioral measures across the two sessions using traditional scoring, involving session-wide choice proportions, and computational modeling, involving estimates of different aspects of trial-level learning. Measures using both approaches were reliable; however, computational modeling provided more insights regarding between-session changes in performance, and how performance related to self-reported measures of reward/punishment sensitivity and internalizing symptoms. Our results show promise in using the play-or-pass IGT to assess decision-making; however, further work is still necessary to validate the play-or-pass IGT.
Iowa 赌博任务 (IGT) 用于评估临床人群的决策能力。原始的 IGT 不能区分奖励和惩罚学习;然而,为了更好地区分奖励和惩罚学习,对任务进行了改编,即“玩或不玩”IGT。我们评估了“玩或不玩”IGT 中奖励和惩罚学习测量的重测信度,并考察了它们与自我报告的奖励/惩罚敏感性和内化症状测量之间的关联。参与者在两个会话中完成了任务,我们使用传统的评分方法(涉及整个会话的选择比例)和计算模型(涉及对不同方面的试验级学习的估计),计算了两个会话之间行为测量的平均水平差异和等级稳定性。使用这两种方法的测量都是可靠的;然而,计算模型提供了更多关于会话间性能变化的见解,以及性能与自我报告的奖励/惩罚敏感性和内化症状测量之间的关系。我们的结果表明,使用“玩或不玩”IGT 来评估决策具有一定的前景;然而,仍需要进一步的工作来验证“玩或不玩”IGT。