Bechara Gambling Task

Posted on  by admin

Bechara’s Gambling Task is more popularly known as Iowa Gambling Task (IGT) which was studied by Antoine Bechara, Antonio Damasio, Hanna Damasio, and Steven Anderson, researchers from the University of Iowa. In this psychological task, the participants’ decision-making skills were observed as they played a virtual card game. Four decks were presented and each one had cards that could give rewards or penalties through game money. Some decks were “good” in the sense that they tend to give more rewards and some were “bad” since they held more penalizing cards. The findings showed that most participants become fairly good at consistently choosing “good decks” after 40 to 50 selections. However, the participants with orbitofrontal cortex (OFC) dysfunction still continued to select the bad decks. Also, unlike their healthy counterparts, the patients with OFC did not show stress reactions in response to losing a lot of game money caused by choosing the bad decks.

Bechara Gambling Task

Iowa Gambling Task Bechara

With respect to the study of impaired decision-making in addiction, the Iowa Gambling Task (IGT; Bechara et al., 1994) has been regarded as the most widely used and ecologically valid measure of decision making in this clinical population. Despite major negative consequences. (1994) developed a simulated gambling task (SGT) that has been used in studies (Bechara et al., 2001; Grant et al., 2000) to examine the mechanisms that underlie the skewed decision-making style of substance abusers. The gambling task imitates real-life decision making in that it requires an indi. VM patients, Bechara and colleagues developed a simulated gambling task (GT; Bechara, A. Damasio, & Anderson, 1994) that could imitate real life in the way uncertainty in the wins and losses were factored into the task. ← Bechara's Gambling Task. Jump to: navigation, search. You do not have permission to edit this page, for the following reason: Your username or IP address has been.