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Some psychobiological implications of cannabis use
Published in Philip N. Murphy, The Routledge International Handbook of Psychobiology, 2018
The Iowa Gambling task (IGT: Bechara et al., 1994) has been used in a number of studies to measure the quality of decision-making in cannabis users. The task simulates a gambling situation whereby participants are instructed to win as much money as possible by making successive choices of cards from four decks, where two decks offer relatively fast gains but higher risks of loss, and two decks offer smaller gains but relative security with regard to losses. Cannabis users have been reported to show worse performance on this task than non-using controls (Fernández-Serano et al., 2010; Moreno et al., 2012) with reported abstinence periods of 15 days and 3 days, respectively. In studies where cannabis users did not perform worse than controls on this task, there was evidence that within the sample of users, poorer performance was related to a significantly greater number of cannabis dependence symptoms (Gonzalez et al., 2012) and a broader range of life experience problems arising from cannabis use (Gonzalez et al., 2015).
Sex-related functional asymmetry of the amygdala: Preliminary evidence using a case-matched lesion approach
Published in Howard J. Rosen, Robert W. Levenson, Neurocase, 2020
Daniel Tranel, Antoine Bechara
The Iowa Gambling Task (IGT; Bechara et al., 1994) was used to measure complex decision-making. The IGT was designed to factor in reward, punishment, and uncertainty, so as to provide an analog to complex real-world decision-making, and it has been extensively researched in this regard (e.g., Bechara et al., 2000). Briefly, the IGT has four decks of cards, some of which are ‘advantageous’ because they lead to winning (money) in the long run, and some of which are ‘disadvantageous’ because they lead to losing in the long run. For the current study, we obtained behavioral data (the number of card picks from the ‘advantageous’ and ‘disadvantageous’ decks) and psychophysiological data (anticipatory skin conductance responses (SCRs) generated immediately before each card selection, during the time the participant is deciding which deck to choose from). These data were used to classify the IGT performance of each participant as ‘impaired’ or ‘normal’, following previous methods (Bechara et al., 2000; Tranel et al., 2005). Specifically, impaired meant that the participant (i) selected significantly more cards from disadvantageous decks than from advantageous ones, and (ii) failed to generate anticipatory SCRs to the disadvantageous decks; normal meant that the participant (i) selected significantly more cards from advantageous decks than from disadvantageous ones, and (ii) generated anticipatory SCRs to the disadvantageous decks. Performance on the IGT was further quantified by calculating for each patient a summary score, specifically, the number of cards picked from the advantageous decks minus the number of cards picked from the disadvantageous decks. In this calculation, a positive net outcome indicates more advantageous selections, and a negative net outcome indicates more disadvantageous selections).
Males with low risk-taking propensity overestimate risk under acute psychological stress
Published in Stress, 2021
Peishan Wang, Ruolei Gu, Jingyu Zhang, Xianghong Sun, Liang Zhang
It has been widely acknowledged that decision-making varies according to individual stress levels (e.g. Porcelli & Delgado, 2009; von Dawans et al., 2012). Generally, a large body of studies suggests that individuals make more disadvantageous decisions under stress (for reviews, see Starcke & Brand, 2012; Starcke & Brand, 2016). According to Sokol-Hessner et al. (2016), acute stress does not affect risk attitudes, loss aversion, or choice consistency. In light of the literature (e.g. Joels et al., 2006), we suggested highlighting the importance of feedback processing to address how acute stress shapes our choices. This possibility has been implicated in behavioral studies using the Iowa Gambling Task (IGT), which required decision-makers to learn an optimal strategy through trial-and-error (for details, see Bechara et al., 2005). Researchers have found stressed participants (especially males) showed more deficient explicit knowledge and weaker performance in the IGT, indicating the deficits in feedback learning (Preston et al., 2007; van den Bos et al., 2009; Wemm & Wulfert, 2017). Starcke et al. (2008) also pointed out that individuals under stress made more disadvantageous decisions even when explicit feedback about the winning rule was provided (see also Lighthall et al., 2013).
Lack of longitudinal changes in cognition in individuals with methamphetamine use disorder during the first 6 weeks after commencing treatment
Published in The American Journal of Drug and Alcohol Abuse, 2021
Rebecca E. Fitzpatrick, Alex H. Robinson, Adam J. Rubenis, Dan I. Lubman, Antonio Verdejo-Garcia
Iowa Gambling Task (IGT): Participants’ uncertainty-based decision-making (in which the reward and punishment outcomes of choices are ambiguous) was assessed using the IGT. At the initial session, participants were assessed using the Original Version (IGT-ABCD), which involves four decks of cards labelled A, B, C and D (51). At the follow up assessment (to avoid well-described practice effects due to repeated testing with this task, see (52) participants completed the Parallel Version (IGT-KLMN; 53). In both versions, participants made 100 selections., wherein they selected a card and were rewarded a sum of money. However, interspersed amongst these rewards, were punishments, that differed in intensity and frequency depending on the deck. Participants were instructed to make as much money as possible and to avoid losing money.
Executive Functions in Late Adolescence and Early Adulthood and Their Relationship with Risk-Taking Behavior
Published in Developmental Neuropsychology, 2020
James M. Ogilvie, David H. K. Shum, Anna Stewart
It is also possible that the failure to detect a developmental effect of hot EF may have been due to the nature of the task used to measure the construct. A previous study using a gambling task paradigm derived from the CGT (i.e., Cake Gambling Task; van Leijenhorst, Westenberg, & Crone, 2008) also failed to find any age-related effects in the pattern of risky decision-making for a sample of individuals aged 8 to 30 years. This is in contrast to the results of studies using the Iowa Gambling Task (IGT), which is widely used as a measure of affective decision-making. Results from studies using the IGT consistently highlight age-related changes in risky decision-making throughout adolescence, including that children and adolescents are less likely to consider long-term outcomes compared to adults, and that adolescents can be characterized as more approach oriented to reward and less avoidant of punishment relative to adults (Cauffman et al., 2010; Crone et al., 2016). It is possible that the lack of age-related differences for CGT-based measures compared to those found using the IGT is likely a function of differing task demands, with the IGT placing greater demands on working memory capacities (van Leijenhorst et al., 2008).