<p>A) Wheel of Fortune (WOF): the subject (with SCR recorded) has to choose between two possible lotteries with different risk and earning possibilities. The subject was asked to choose one of the two wheels by pressing a left or a right button (choice period). A spinning arrow then appeared at the center of the wheel, spins for a variable duration (wait period), and stopped revealing the outcome(s) (feedback period). In the partial feedback condition (30 trials) the subject does not know the outcome of the other lottery; in the complete feedback condition (30 trials) both outcomes are presented. At the end of each trial, subjects had to indicate their affective state using a rating scale. B) Cambridge gambling task (CGT): the subject has t...
<p>Each panel shows a screen display, with the series of screens in a trial progressing from top lef...
<p>Each picture represents a screen in the experiment. A) The combined monetary and performance (MP)...
<p>(<b>a</b>) Game interface: an example of a punishment trial for target-size 1 (1: largest target ...
Each trial consists of a choice between a sure option and a gamble option. If participants make thei...
<p>Participants were informed about the bet at the beginning of each trial, then chose one of two ca...
<p>(A) Exemplary computer screen plot from the experiment. The task of the subjects was to accept or...
<p>(A) Illustration of the timeline of events within a trial. Initially a black screen is presented,...
<p>Each trial starts with a choice stimulus (CS) (white boxes) which lasts for 800 ms and displays t...
<p>First, participants were informed for whom they would be gambling (self, best friend, or child), ...
<p>At the beginning of each trial, the cheap price or the expensive price context information was sh...
<p>On each trial, the participants were presented with a choice of two alternatives, one of which th...
A two-alternative forced-choice task, where subjects choose between gambles to accumulate secondary ...
The traditional landscape of games of chance such as lotteries, betting, casinos and slots has becom...
The feedback-related negativity (FRN) is an event-related potential (ERP) component associated with ...
<p>Presentation times of each trial event are indicated below the corresponding screen. At feedback ...
<p>Each panel shows a screen display, with the series of screens in a trial progressing from top lef...
<p>Each picture represents a screen in the experiment. A) The combined monetary and performance (MP)...
<p>(<b>a</b>) Game interface: an example of a punishment trial for target-size 1 (1: largest target ...
Each trial consists of a choice between a sure option and a gamble option. If participants make thei...
<p>Participants were informed about the bet at the beginning of each trial, then chose one of two ca...
<p>(A) Exemplary computer screen plot from the experiment. The task of the subjects was to accept or...
<p>(A) Illustration of the timeline of events within a trial. Initially a black screen is presented,...
<p>Each trial starts with a choice stimulus (CS) (white boxes) which lasts for 800 ms and displays t...
<p>First, participants were informed for whom they would be gambling (self, best friend, or child), ...
<p>At the beginning of each trial, the cheap price or the expensive price context information was sh...
<p>On each trial, the participants were presented with a choice of two alternatives, one of which th...
A two-alternative forced-choice task, where subjects choose between gambles to accumulate secondary ...
The traditional landscape of games of chance such as lotteries, betting, casinos and slots has becom...
The feedback-related negativity (FRN) is an event-related potential (ERP) component associated with ...
<p>Presentation times of each trial event are indicated below the corresponding screen. At feedback ...
<p>Each panel shows a screen display, with the series of screens in a trial progressing from top lef...
<p>Each picture represents a screen in the experiment. A) The combined monetary and performance (MP)...
<p>(<b>a</b>) Game interface: an example of a punishment trial for target-size 1 (1: largest target ...