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Iowa Gambling Task Instructions

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The goal of the task is to accumulate as much candy as possible. Several summary scores can be calculated, including total candy won and difference between advantageous and disadvantageous selections. For more information about the Iowa Gambling Test™, please refer to the Cognitive Atlas Interpretation. Specific Instructions. Ability to make long-term advantageous decisions on a task called the Iowa gambling task (IGT; Bechara et al.,1994). In order to rule out reward and punishment sensitivity as an alternative expla-nation for decision making on the task, Bechara et al. (2000b) compared reward and punishment variants of. The Iowa Gambling Task (IGT) is based on the assumption that a decision maker is equally motivated to seek reward and avoid punishment, and that decision making is governed solely by the intertemporal attribute (i.e., preference for an option that produces an immediate outcome instead of one that yields a delayed outcome is believed to reflect risky decision making and is considered a deficit).

Description

The child version of the Iowa Gambling Test™, developed by Garon and Moore (2004), is an interviewer-administered task originally given to children aged 3-6. The participant selects one card at a time from four decks. Participants are instructed that each card selected will result in winning candy, with some cards also taking candy away. The goal of the task is to accumulate as much candy as possible. Several summary scores can be calculated, including total candy won and difference between advantageous and disadvantageous selections.

For more information about the Iowa Gambling Test™, please refer to the Cognitive Atlas Interpretation.

Specific Instructions Protocol

Summary of the Child Version of the Iowa Gambling Test™ Developed by Garon and Moore (2004)

Participants are given a starting loan of 15 pieces of candy and then instructed that the goal of the task is to win as much candy as possible by drawing cards one at a time from four separate decks. All cards reward the participant with candy, while some both give and take away candy from the participant. Two of the decks are 'disadvantageous' resulting in an equivalent net loss in the long run, while the other two decks are 'advantageous' resulting in an equivalent net gain over time.

To account for the developing mental capabilities of children instead of adults, the child version of the Iowa Gambling Test™ limits the length of the test to 40 card choices (instead of 100) and varies rewards and contingencies over five card blocks (instead of 10 card blocks). Additionally, the child version includes a four question awareness test at the end to determine whether the child knew what was occurring during the test (i.e., which decks are 'good' to choose from and why, which decks are 'bad' to choose from and why).

Scoring

Several summary scores can be derived, including total amount of candy won, total number of cards selected from each deck, and the total scores from the awareness portion of the test (see Garon & Moore, 2004, for more details).

Gambling

The Iowa Gambling Test™ is a trademark of PAR, Inc.

Availability Description

The child version of the Iowa Gambling Test™, developed by Garon and Moore (2004), is an interviewer-administered task originally given to children aged 3-6. The participant selects one card at a time from four decks. Participants are instructed that each card selected will result in winning candy, with some cards also taking candy away. The goal of the task is to accumulate as much candy as possible. Several summary scores can be calculated, including total candy won and difference between advantageous and disadvantageous selections.

For more information about the Iowa Gambling Test™, please refer to the Cognitive Atlas Interpretation.

Iowa Gambling Task Instructions Free

Specific Instructions Protocol

Summary of the Child Version of the Iowa Gambling Test™ Developed by Garon and Moore (2004)

Participants are given a starting loan of 15 pieces of candy and then instructed that the goal of the task is to win as much candy as possible by drawing cards one at a time from four separate decks. All cards reward the participant with candy, while some both give and take away candy from the participant. Two of the decks are 'disadvantageous' resulting in an equivalent net loss in the long run, while the other two decks are 'advantageous' resulting in an equivalent net gain over time.

To account for the developing mental capabilities of children instead of adults, the child version of the Iowa Gambling Test™ limits the length of the test to 40 card choices (instead of 100) and varies rewards and contingencies over five card blocks (instead of 10 card blocks). Additionally, the child version includes a four question awareness test at the end to determine whether the child knew what was occurring during the test (i.e., which decks are 'good' to choose from and why, which decks are 'bad' to choose from and why).

Iowa Gambling Task Instructions Download

Scoring

Several summary scores can be derived, including total amount of candy won, total number of cards selected from each deck, and the total scores from the awareness portion of the test (see Garon & Moore, 2004, for more details).

The Iowa Gambling Test™ is a trademark of PAR, Inc.

Availability



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