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Alcohol intoxication and negative mood similarly affect reward learning but not punishment learning in the Iowa gambling task

Published online by Cambridge University Press:  17 November 2025

Jonas Dora*
Affiliation:
University of Washington, USA
Holly Sullivan-Toole
Affiliation:
Department of Psychology and Neuroscience, Temple University, USA Department of Pediatrics, University of Minnesota System, USA
Catherine Zhang
Affiliation:
University of Washington, USA
Morgan Opdahl
Affiliation:
University of Washington, USA
Kevin M. King
Affiliation:
University of Washington, USA
*
Corresponding author: Jonas Dora; Email: jonas.dora.psych@gmail.com
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Abstract

This study investigated how alcohol intoxication and negative mood affect decision-making in the Iowa Gambling Task (IGT) in a high-risk sample of adults who regularly drink alcohol. Using a 2×2 between-subjects design (N=160), we experimentally manipulated alcohol intoxication (target BrAC=.06% vs. .00%) and mood (negative vs. neutral) and employed computational modeling to identify underlying mechanisms. Results showed that alcohol intoxication impaired IGT performance, with intoxicated participants selecting fewer cards from advantageous decks (estimate=−8.12, 95% CI=[−12.83, −3.23]). Evidence for an effect of negative mood was moderate but inconclusive (estimate=−4.82, 95% CI=[−9.66, 0.02]). Computational modeling revealed that both alcohol (estimate=.13, 95% CI=[.05, .21]) and negative mood (estimate=.12, 95% CI=[.04, .20]) increased reward learning rates without affecting punishment learning rates. No interaction effects were observed. These findings suggest that impaired decision-making during alcohol intoxication and negative mood states stems from heightened sensitivity to immediate rewards rather than diminished sensitivity to punishments but these effects do not appear to be additive, providing novel insights into the computational mechanisms underlying alcohol-related decision-making deficits.

Information

Type
Empirical Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (https://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2025. Published by Cambridge University Press on behalf of Society for Judgment and Decision Making and European Association for Decision Making
Figure 0

Table 1 Participant characteristics split by experimental condition

Figure 1

Figure 1 Heatmap of deck preference evolution by experimental condition.

Figure 2

Figure 2 Manipulation checks. (a) Self-reported intoxication. (b) change in self-reported mood. (c) change in self-reported stress. Error bars represent standard errors.

Figure 3

Figure 3 Behavioral data and computational parameters. (a) Number of draws from winning decks (C+D) in the final 60 trials. (b) Reward learning rate derived from ORL model. (c) Punishment learning rate derived from ORL model. Error bars represent standard errors.

Figure 4

Table 2 ORL model parameters by experimental condition