The Iowa Gambling Task (IGT; Bechara, Damasio, Damasio, & Anderson, 1994) is often used to assess decision-making deficits in clinical populations. The interpretation of the results hinges on 3 key assumptions: (a) healthy participants learn to prefer the good options over the bad options; (b) healthy participants show homogeneous choice behavior; and (c) healthy participants first explore the different options and then exploit the most profitable ones. Here we test these assumptions using 2 extensive literature reviews and analysis of 8 data sets. The results show that all 3 assumptions may be invalid; that is, (a) healthy participants often prefer decks with infrequent losses; (b) healthy participants show idiosyncratic choice behavior; a...
The Iowa Gambling Task (IGT) developed by Bechara et al. in 1994 is used to diagnose patients with V...
Newell & Shanks (N&S) conclude that healthy participants learn to differentiate between the good and...
The Iowa Gambling Task (IGT) involves probabilistic learning via monetary rewards and punishments, w...
The Iowa Gambling Task (IGT; Bechara, Damasio, Damasio, & Anderson, 1994) is often used to assess de...
The Iowa Gambling Task (IGT) is in many respects the gold standard for demonstrating decision making...
The Iowa Gambling Task (IGT) has been widely used to assess differences in decision-making under unc...
The Iowa Gambling Task (IGT) has been widely used to assess differences in decision-making under unc...
The Iowa GamblingTask (IGT) is in many respects the gold standard for demonstrating deci-sion making...
Over past decade, the Iowa gambling task (IGT) has been utilized to test various decision deficits i...
This data pool (N = 617) comes from 10 independent studies assessing performance of heal...
The Iowa Gambling Task (IGT) involves probabilistic learning via monetary rewards and punishments, w...
The Iowa Gambling Task (IGT) is a well–studied experimental paradigm known to simulate both intact a...
The Iowa Gambling Task (IGT) has been widely used to assess differences in decision-making under unc...
To what extent can people choose advantageously without knowing why they are mak-ing those choices?T...
This data pool (N = 617) comes from 10 studies assessing performance of healthy participants (i.e., ...
The Iowa Gambling Task (IGT) developed by Bechara et al. in 1994 is used to diagnose patients with V...
Newell & Shanks (N&S) conclude that healthy participants learn to differentiate between the good and...
The Iowa Gambling Task (IGT) involves probabilistic learning via monetary rewards and punishments, w...
The Iowa Gambling Task (IGT; Bechara, Damasio, Damasio, & Anderson, 1994) is often used to assess de...
The Iowa Gambling Task (IGT) is in many respects the gold standard for demonstrating decision making...
The Iowa Gambling Task (IGT) has been widely used to assess differences in decision-making under unc...
The Iowa Gambling Task (IGT) has been widely used to assess differences in decision-making under unc...
The Iowa GamblingTask (IGT) is in many respects the gold standard for demonstrating deci-sion making...
Over past decade, the Iowa gambling task (IGT) has been utilized to test various decision deficits i...
This data pool (N = 617) comes from 10 independent studies assessing performance of heal...
The Iowa Gambling Task (IGT) involves probabilistic learning via monetary rewards and punishments, w...
The Iowa Gambling Task (IGT) is a well–studied experimental paradigm known to simulate both intact a...
The Iowa Gambling Task (IGT) has been widely used to assess differences in decision-making under unc...
To what extent can people choose advantageously without knowing why they are mak-ing those choices?T...
This data pool (N = 617) comes from 10 studies assessing performance of healthy participants (i.e., ...
The Iowa Gambling Task (IGT) developed by Bechara et al. in 1994 is used to diagnose patients with V...
Newell & Shanks (N&S) conclude that healthy participants learn to differentiate between the good and...
The Iowa Gambling Task (IGT) involves probabilistic learning via monetary rewards and punishments, w...