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In the winning mood: Affect in the Iowa gambling task

Published online by Cambridge University Press:  01 January 2023

Marieke de Vries*
Affiliation:
Behavioural Science Institute, Radboud University Nijmegen
Rob W. Holland
Affiliation:
Behavioural Science Institute, Radboud University Nijmegen
Cilia L. M. Witteman
Affiliation:
Behavioural Science Institute, Radboud University Nijmegen
*
* Correspondence may be sent to: Marieke de Vries, Rob Holland, or Cilia Witteman, Behavioural Science Institute, Radboud University Nijmegen, P.O. Box 9104, 6500 HE Nijmegen, The Netherlands. E-mail: M.deVries@bsi.ru.nl, R.Holland@bsi.ru.nl, C.Witteman@bsi.ru.nl
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Abstract

The present research aimed to test the role of mood in the Iowa Gambling Task (IGT; Bechara et al., 1994). In the IGT, participants can win or lose money by picking cards from four different decks. They have to learn by experience that two decks are overall advantageous and two decks are overall disadvantageous. Previous studies have shown that at an early stage in this card-game, players begin to display a tendency towards the advantageous decks. Subsequent research suggested that at this stage, people base their decisions on conscious gut feelings (Wagar & Dixon, 2006). Based on empirical evidence for the relation between mood and cognitive processing-styles, we expected and consistently found that, compared to a negative mood state, reported and induced positive mood states increased this early tendency towards advantageous decks. Our results provide support for the idea that a positive mood causes stronger reliance on affective signals in decision-making than a negative mood.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
The authors license this article under the terms of the Creative Commons Attribution 3.0 License.
Copyright
Copyright © The Authors [2008] This is an Open Access article, distributed under the terms of the Creative Commons Attribution license (http://creativecommons.org/licenses/by/3.0/), which permits unrestricted re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
Figure 0

Figure 1: Gambling game performance as a function of mood: Study 2.

Figure 1

Figure 2: Gambling game performance as a function of mood: Study 3.

Figure 2

Table 1: Regression weights and correlations for IGT performance (Blocks 1–5) with mood in overall analysis on pooled data from Studies 1–3.