Artificial time constraints on the Iowa Gambling Task: The effects on behavioural performance and subjective experience

被引:63
作者
Bowman, CH [1 ]
Evans, CEY [1 ]
Turnbull, OH [1 ]
机构
[1] Univ Wales, Ctr Cognit Neurosci, Sch Psychol, Bangor LL57 2AS, Gwynedd, Wales
基金
英国惠康基金;
关键词
D O I
10.1016/j.bandc.2004.08.015
中图分类号
Q189 [神经科学];
学科分类号
071006 ;
摘要
In the last decade, the Iowa Gambling Task (IGT) has become a widely employed neuropsychological research instrument for the investigation of executive function. The task has been employed in a wide range of formats, from 'manual' procedures to more recently introduced computerised versions. Computer-based formats often require that responses on the task should be artificially delayed by a number of seconds between trials to collect skin-conductance data. Participants, however, may become frustrated when they want to select from a particular deck in the time-limited versions-so that an unintended emotional experience of frustration might well disrupt a task presumed to be reliant on emotion-based learning. We investigated the effect of the various types of Iowa Gambling Task format on performance, using three types of task: the classic manual administration, with no time limitations; a computerised administration with a 6-s enforced delay; and a control computerised version which had no time constraints. We also evaluated the subjective experience of participants on each task. There were no significant differences in performance, between formats, in behavioural terms. Subjective experience measures on the task also showed consistent effects across all three formats-with substantial, and rapidly developing, awareness of which decks were 'good' and 'bad.' (C) 2004 Elsevier Inc. All rights reserved.
引用
收藏
页码:21 / 25
页数:5
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