Learn More
BACKGROUND The Iowa Gambling Task (IGT) is a common paradigm used to study the interactions between emotions and decision making, yet little consensus exists on the cognitive process determining participants' decisions, what affects them, and how these processes interact with each other. A novel conceptual framework is proposed according to which behavior(More)
The role of the frequency of wins and losses in the Iowa following damage to human prefrontal cortex. Cognition, 50, 7–15) was investigated in 2 experiments manipulating the long-term expected value of the decks participants had to choose from. The first experiment adopted the typical setting of the task in which every card selection was followed by a(More)
Iterated decision making can be studied in laboratory using situations , like the Iowa Gambling Task (IGT), in which participants face repeatedly the same decision problem getting feedback after each choice. In the paper we focus on a recurring finding in experiments carried out with the IGT, the frequency of the contingent event effect—i.e., the fact that(More)
A commonly held idea is that people engaged in guessing tasks try to detect sequential dependencies between the occurring events and behave accordingly. For instance, previous accounts of the popular Rock Paper Scissors game assume that people try to anticipate the move an opponent is likely to make and play a move capable of beating it. In the paper we(More)
Economists and neuroscientists often explain game playing by assuming that humans try to predict the opponent's behavior on the basis of her past choices. We try to question this assumption in a Prisoner's Dilemma Game by using a methodology which we call the " subtractive behavioral method ". Our aim is to investigate which task features make participants(More)
  • 1