Iowa
Gambling Task
by Jerry "Jet"
Whittaker
May 20, 2006
This is a psychological
task introduced by the researchers at University of Iowa
in 1994 –
Bechara, Damasio, Tranel
and Anderson. Used by the psychologists for the studying
human cognition (the mental functions in humans such as
the ability to think, reason and remember) and emotions,
it is thought to be stimulant of decision making in the
real life. Antonio Damasio (introduced the concept of
the Somatic Marker Hypothesis) popularized Iowa Gambling
Task.
About Iowa Gambling
Task –
Assessment of neurological
patients with ventro-mesial frontal lesions is done
using Iowa Gambling Task, though the Iowa Group states
it becomes too complicated for the participants of the
neurological studies. They find it difficult to follow
this task using just cognition so they have to resort to
the learning systems that are based on the emotions
(somatic markers).
In the traditional Iowa
Gambling Task, the participants show slow, steady
improvement. In ‘Firefighting Task’ (similar to Iowa
Gambling Task), the participants just imitate the
performance of other participants with ventro-mesial
frontal lesions, but do not show any learning effect.
This indicates that the Iowa Gambling Task becomes
complex and cannot be performed without using the direct
somatic markers.
Tool in examining OFC
Dysfunction –
In a human brain, OFC or
Orbitofrontal Corte is located within the frontal lobes,
above the orbits of the eyes and is the region of
association cortex and is known for its involvement in
the cognitive processes like decision-making. It is
located within the frontal lobes, above the orbits of
the eyes. It is a part of the limbic system and deals
with the human emotions.
OFC regulates the human
behavior with respect to the sensitivity to the rewards
and punishment. Two sets of studies are conducted to
show the functioning of OFC – a study on a healthy group
of participants and another on patients with damaged OFC.
Iowa
Gambling Task
is used as a tool to stimulate the real life decisions.
In OFC research, participants are given four virtual
card decks and are told to choose a card every time they
win game money. The objective of the game is to win as
much money as they can. With every card chosen, they win
and lose some money. The participants have to choose a
card based on the ‘gut reaction’ and not consciously.
Two of the decks are bad, resulting in net loss and two
are good resulting in net gain in the longer run. The
healthy group chooses cards from each deck and after
40-50 cards tend to stick to the good decks. The other
group with OFC dysfunction, go for the bad decks even
after knowing they are incurring net loss in the longer
run.
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