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This task was adapted from the one developed by Delgado and Fiez (Delgado et al. 2000). Participants play a card guessing game where they are asked to guess the number on a mystery card (represented by a “?”) in order to win or lose money. Participants are told that potential card numbers range from 1-9 and to indicate if they think the mystery card number is more or less than 5 by pressing one of two buttons on the response box. Feedback is the number on the card (generated by the program as a function of whether the trial was a reward, loss or neutral trial) and either: 1) a green up arrow with “$1” for reward trials, 2) a red down arrow next to -$0.50 for loss trials; or 3) the number 5 and a gray double headed arrow for neutral trials. The “?” is presented for up to 1500 ms (if the participant responds before 1500 ms, a fixation cross is displayed for the remaining time), following by feedback for 1000 ms. There is a 1000 ms ITI with a “+” presented on the screen. The task is presented in blocks of 8 trials that are either mostly reward (6 reward trials pseudo randomly interleaved with either 1 neutral and 1 loss trial, 2 neutral trials, or 2 loss trials) or mostly loss (6 loss trials pseudorandomly interleaved with either 1 neutral and 1 reward trial, 2 neutral trials, or 2 reward trials). In each of the two runs, there are 2 mostly reward and 2 mostly loss blocks, interleaved with 4 fixation blocks (15 seconds each).

This task is part of the Human Connectome Project (HCP) 500 subject data relase.

References for Gambling Task: Reliable across subjects and robust activation in fMRI (Delgado
et al. 2000; May et al. 2004; Tricomi et al. 2004; Forbes et al. 2009)


gambling task

Definition contributed by Anonymous
gambling fMRI task paradigm has been asserted to measure the following CONCEPTS
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Phenotypes associated with gambling fMRI task paradigm


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IMPLEMENTATIONS of gambling fMRI task paradigm
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EXTERNAL DATASETS for gambling fMRI task paradigm

Experimental conditions are the subsets of an experiment that define the relevant experimental manipulation.


In the Cognitive Atlas, we define a contrast as any function over experimental conditions. The simplest contrast is the indicator value for a specific condition; more complex contrasts include linear or nonlinear functions of the indicator across different experimental conditions.


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An indicator is a specific quantitative or qualitative variable that is recorded for analysis. These may include behavioral variables (such as response time, accuracy, or other measures of performance) or physiological variables (including genetics, psychophysiology, or brain imaging data).