Elliot A Ludvig1, Marcia L Spetch. 1. Princeton Neuroscience Institute, Princeton University, Princeton, New Jersey, United States of America. eludvig@princeton.edu
Abstract
When faced with risky decisions, people tend to be risk averse for gains and risk seeking for losses (the reflection effect). Studies examining this risk-sensitive decision making, however, typically ask people directly what they would do in hypothetical choice scenarios. A recent flurry of studies has shown that when these risky decisions include rare outcomes, people make different choices for explicitly described probabilities than for experienced probabilistic outcomes. Specifically, rare outcomes are overweighted when described and underweighted when experienced. In two experiments, we examined risk-sensitive decision making when the risky option had two equally probable (50%) outcomes. For experience-based decisions, there was a reversal of the reflection effect with greater risk seeking for gains than for losses, as compared to description-based decisions. This fundamental difference in experienced and described choices cannot be explained by the weighting of rare events and suggests a separate subjective utility curve for experience.
When faced with risky decisions, people tend to be risk averse for gains and risk seeking for losses (the reflection effect). Studies examining this risk-sensitive decision making, however, typically ask people directly what they would do in hypothetical choice scenarios. A recent flurry of studies has shown that when these risky decisions include rare outcomes, people make different choices for explicitly described probabilities than for experienced probabilistic outcomes. Specifically, rare outcomes are overweighted when described and underweighted when experienced. In two experiments, we examined risk-sensitive decision making when the risky option had two equally probable (50%) outcomes. For experience-based decisions, there was a reversal of the reflection effect with greater risk seeking for gains than for losses, as compared to description-based decisions. This fundamental difference in experienced and described choices cannot be explained by the weighting of rare events and suggests a separate subjective utility curve for experience.
How people evaluate risk and decide between risky alternatives is a fundamental
problem in decision making—one that should perhaps take on renewed importance
in light of the recent financial crisis [1]–[3]. Risk sensitivity in humans is
most commonly evaluated by asking people to decide between explicitly described,
hypothetical choice scenarios [4]–[5]. Yet frequently in life, we make repeated choices, and our
knowledge about uncertain outcomes is gleaned from experience, rather than from
explicitly described scenarios. Recently, researchers have begun to evaluate risky
choice based on experience, and several studies have reported that experience-based
choices may differ from choices based on verbal descriptions. In particular, a
description-experience gap has been revealed in people's
sensitivity to rare outcomes [5]–[14]. When making decisions based on verbal descriptions,
people overweight rare events, but they underweight those rare events when making
decisions based on experience. In this paper, we show how this difference between
decisions from description and experience extends beyond rare events, such as the
proverbial black swan, and occurs even for events that are equally probable, such as
tossing a coin.When given a choice between explicitly described options, people tend to be risk
averse for gains and risk seeking for losses. For example, when presented with a
choice between a guaranteed win of $100 or a 50/50 chance of winning
$200, most people will select the sure win and take the $100.
Alternatively, if given a choice between a sure loss of $100
or a 50/50 chance of losing $200, most people will gamble and take the risky
option. This shift from risk aversion for gains to risk seeking for losses is known
as the reflection effect and is a foundational result in behavioral
economics [4],
[15]–[16]. This reflection effect is often interpreted, within the
guise of prospect theory, as reflecting an s-shaped utility curve, whereby the
subjective utility of gaining $200 is less than twice as good as the
subjective utility of gaining $100, and the subjective utility of losing
$200 is less than twice as bad as the subjective utility of losing
$100. As a result, people tend to avoid the gamble in the gain case, but seek
out the gamble in the loss case. This asymmetry can arise even when the objective
expected value of both options in both choice settings is identical [4], [16]–[19].If, however, one of the two outcomes is comparatively “rare”, usually
defined as less than 20% chance of occurrence, then a different pattern of
results emerges when people are asked to decide based on their experiences [6], [11]. For example,
Hertwig et al. [10] (Problems 1 and 4) presented people with a choice between
100% chance at gaining $3 or an 80%/20% chance at
gaining $4/$0. The description group received a verbal description of
the contingencies. The experience group was allowed to repeatedly sample from the
different alternatives and get feedback before making a single rewarded choice. They
found that the experience group chose the risky alternative much more often than the
description group (i.e., the experience group was more risk seeking). In contrast,
when the choice was changed to be between losses, but keeping the amounts and
probabilities the same, the experience group chose the risky alternative much less
often the description group (i.e., the experience group was more risk averse). These
results are commonly interpreted as an underweighting of the rare outcome in the
experience-based decision process, possibly due to estimation error or a recency
bias [11]. These
results, however, hint at something even more fundamental: Perhaps the entire
s-shaped curve mapping from objective value to subjective utility is altered when
people learn about risky contingencies from experience. As a result, differences
between description- and experience-based decisions should appear even in the
absence of rare events. To evaluate this possibility, we designed two experiments
that examine decisions from experiences without any rare outcomes, where the risky
option always led to one of two equiprobable (50%) outcomes.In this pair of experiments, we demonstrate that the differences between described
and experienced risky choices are not limited to rare events. We developed a novel
task for decisions from experience and description, wherein the same participants
were repeatedly tested for risky choice in both ways (Fig. 1). In the experience
conditions, participants chose between two colored doors and then immediately gained
or lost points. One door led to a guaranteed win of 20 points, whereas a second door
was followed by a 50/50 chance of winning 0 or 40 points. The final two doors used
the same contingencies, but were followed by losses instead of gains. In the
description conditions, the same participants chose between
losing (or winning) a guaranteed number of points and a gamble where they could lose
(or win) twice as many points. No immediate feedback was given on the outcome of
this described gamble. Based on traditional prospect theory, we would expect risk
aversion for gains and risk seeking for losses in both conditions. If, however,
decision making from experience does not conform to prospect theory, even in the
absence of rare events, then we would expect a difference between the experience and
description conditions.
Figure 1
Schematic of the method used in the experiments.
(A) On experience-based choice trials, participants were
faced with a choice between two of four possible colored doors. Two doors
always led to losses, and the other two always led to gains. Their choice
was immediately followed by a gain or loss of a fixed or variable number of
points throughout Experiment 1 and during the pre-training trials only in
Experiment 2. (B) On description-based choice trials,
participants were presented with verbal and pictorial descriptions of
different choices between fixed or variable number of points. No feedback
was given until all trials in a run were complete to prevent participants
from learning from their experience.
Schematic of the method used in the experiments.
(A) On experience-based choice trials, participants were
faced with a choice between two of four possible colored doors. Two doors
always led to losses, and the other two always led to gains. Their choice
was immediately followed by a gain or loss of a fixed or variable number of
points throughout Experiment 1 and during the pre-training trials only in
Experiment 2. (B) On description-based choice trials,
participants were presented with verbal and pictorial descriptions of
different choices between fixed or variable number of points. No feedback
was given until all trials in a run were complete to prevent participants
from learning from their experience.In this first experiment, experience-based choices always produced immediate
feedback, and described choices never resulted in immediate feedback, perhaps
leading to differential emotional states during the experienced and described
choices. A second experiment controlled for the possibility that participants may
have been in a more emotionally aroused or “hot” state during the
experience-based choices. Risky decision making has been shown to vary in emotional
states [23]–[24], suggesting that perhaps
any differences between experience and description may arise from differential
engagement of emotional and cognitive systems [25]. The second experiment was
designed to eliminate the possibility that participants were in a different
“hot” state during the experienced trials. The experiment started with a
separate training period during which participants learned the contingencies between
the doors and potential outcomes. All subsequent testing for both experienced and
described trials was conducted without any further feedback. In addition, all test
runs contained both a block of experienced trials and a block of described trials.
These two changes should help ensure similar emotional states during the test
period.
Methods
Experiment 1: Partial Feedback
Participants
A total of 62 participants were divided into 2 groups: 34 in Group 1 and 28
in Group 2. All participants were University of Alberta undergraduate
students, who participated for course credit. Participants were tested in
squads of 2–4 people. Written informed consent was obtained from all
participants after the objectives and risks of the study were explained, and
all procedures were approved by the Arts, Science, & Law Research Ethics
Board (ASL REB) at the University of Alberta. Data from 6 participants were
removed due to poor performance on catch trials (see Results for details). The remaining participants
consisted of 35 females and 21 males, with a mean age of 20 (range of 18 to
39).
Procedure
Figure 1 schematically
depicts the procedure on the two types of trials in the experiment. On the
experienced trials, participants had to click a door, which was immediately
followed by feedback. There were 4 different-coloured doors in the
experiment. On some trials there were 2 doors to choose from (choice
trials), and, on other trials, there was only 1 door that had to be selected
to continue (single-option trials). The feedback lasted 1200 ms and
consisted of the number of points gained or lost along with a little
graphic; for gains, a pot of gold was displayed, and for losses, a robber
was displayed. On the bottom of the screen, a running tally of the points
earned thus far was displayed. Each door led to a different outcome: a fixed
gain (+20), risky gain (+0 or +40 with 50%
probability), fixed loss (−20), or risky loss (−0 or −40
with 50% probability).Experienced trials were presented in 3 runs of 56 trials that were each
divided among 3 basic types: 32 choice trials between the two different
gains or the two different losses (16 of each), 16 catch trials with one
gain option and one loss option, and 8 single-option trials where only one
door was presented and had to be selected. The ordering of these trials
within a run was randomized for each run. These numbers were selected so
that each door would appear equally often on both sides of the screen and in
combination with the other doors. Both the 32 regular choice trials and the
8 single-option trials in each run were equally divided between gain trials
and loss trials, and thus had an expected value of 0. The 16 catch trials
were the only trials on which participants could earn a net gain of points
and served to ensure that participants paid attention to their choices.An additional block of 24 single-option trials (16 gain and 8 loss)
immediately preceded the very first run. These extra single-option trials
ensured that the participants initially encountered exactly the planned
distribution of outcomes for the different doors. In these single-option
trials, each of the 4 doors appeared 4–8 times in a random order. For
the risky doors, the outcomes consisted of exactly half wins and half losses
on those first few trials, ensured by random selection (without replacement)
from a pool of outcomes for each door. As a result, there was a guaranteed
50/50 distribution over the first few exposures to the door. The order was
randomly determined for each participant. Note the fixed number of choice
and single-option trials: Participants did not get to choose how many
samples they encountered before making a decision, in contrast to the common
procedure for examining experience-based decision making [10]. The
two groups of participants differed primarily in that door color was
counterbalanced across groups.On the described trials, two options were presented on the screen separated
by the word “or”. One side of the screen showed a fixed option
and presented either the words “Win 20” or the words “Lose
20”. The other side of the screen showed a risky option and presented
a pie chart with the word “Gamble” written in the middle. The
pie chart was half red and half green (see Figure 1). For the risky loss option, the
two halves of the pie chart corresponded to “Lose 40” (red) and
“Lose 0” (green). For the risky gain option, the two halves of
the pie chart corresponded to “Win 40” (green) and “Win
0” (red). The design of the described trials was inspired by the
method of [20]. The described trials were presented in 2 runs of
48 trials divided among 2 basic types: 32 choice trials between the two
different gains or the two different losses (16 of each) and 16 catch trials
with one gain option and one loss option. For Group 2, there were 20 catch
trials, including ones between two gains or losses of different objective
values (e.g., “Win 10” vs. 50/50 chance of “Win 40”
or “Win 0”). Participants were advised in advance that no
feedback would be given during these runs, and the running tally did not
appear on the bottom of the screen.The experimental session was divided into 5 runs that lasted about 6–7
minutes each. The first, third, and fifth runs consisted exclusively of
experience-based decisions, whereas the second and fourth runs consisted
exclusively of description-based decisions. Due to a computer error, 3
participants in Group 1 missed the first experience run and only received
the final two experience runs. Runs were separated by a riddle for
entertainment and a brief rest period. To enhance motivation to perform the
task, a list of anonymous high scores was posted on the blackboard, and
participants were encouraged to try to beat the scores. All trials were
counterbalanced for side so that each option appeared equally often on
either side of the screen. An inter-trial interval of 2.5–3.5 s
separated all trials. Stimuli were presented and the data recorded with
E-prime 1.0 (Psychology Software Tools, Inc.; Pittsburgh, PA).
Data Analysis
Two primary dependent measures were used. To compare performance for gains
and losses, gambling quotients were calculated as the probability of
choosing the risky option. Only data from the final run were used to compare
the described and experienced cases to exclude any potential changes across
runs due to learning. A preliminary three-way ANOVA on gambling quotients
with group as a between-subjects factor indicated no effect of group, nor
any significant interactions, and thus the two groups were collapsed for all
analyses. Gambling quotients were then compared using a two-way (condition
and choice type), repeated-measures ANOVA, followed by pairwise comparisons.
Corrections for multiple pairwise comparisons were performed with the
Holm-Sidak iterative method. To measure the strength of the reflection
effect, we calculated reflection scores that were the difference between the
gambling quotients for losses and gains. These reflection scores were
compared across description and experience using a paired t-test. Effect
sizes were calculated as Cohen's d for
t tests and partial eta-squared
(η
2
) for
ANOVAs [21]–[22]. Inferential statistics
were calculated using SigmaPlot 11 (Systat Software, Inc.; San Jose, CA),
SPSS 18 (SPSS, Inc.; Chicago, IL), and MATLAB (The Mathworks Inc.; Natick,
MA).
Experiment 2: No Feedback
Twenty-eight new participants from the same student population were run in
Experiment 2. One participant scored less than 60% on the experienced
catch trials; data from this participant have been removed from all
analyses. The remaining participants consisted of 24 females and 3 males,
with a mean age of 24 (range of 18 to 44).The basic procedure on each trial was identical to Experiment 1. The biggest
difference from Experiment 1 was that the experienced trials were now
divided into a pre-training period with feedback and a test period with no
feedback. The pre-training period began with 32 single-option trials (8 with
each door) and then an additional 104 trials (32 single option, 48 choice,
and 24 catch trials in a random order), all followed immediately by
rewarding feedback. After a riddle and a brief break, participants were then
exposed to 8 sample described trials to familiarize them with the procedure.
There were then 6 additional runs that mixed experienced and described
trials, all with no feedback. Each run had one block of 24 described trials
(33% gain, 33% loss, 33% catch) and another block of 25
experienced trials (40% gain, 40% loss, 20% catch),
presented in a counterbalanced order across runs. Unlike Experiment 1, the
running total on the bottom of the screen and tally of high scores on the
chalkboard in the room were not present. At the end of the experiment,
subjects were presented with a questionnaire that asked them what they had
learned about the different doors. Data analysis proceeded as in Experiment
1, except all 6 non-feedback runs were used to compare the described and
experienced trials.
Results
Contrary to the prediction of prospect theory, we found a reversal of the
reflection effect for the experienced problems, even with equiprobable outcomes
in Experiment 1. Figure 2A
shows how people gambled more for gains than losses when the outcomes were
learned from experience, but not when they were described. The reflection
scores, calculated as the probability of gambling on loss trials minus the
probability of gambling on gain trials, were significantly higher on described
trials than on experienced trials (t(55)
= 4.45, p<.001,
d = .60). The reflection scores for
experience-based decisions trended downward across trials (see Fig. 2B), indicating that this
reversal became more established as the relationships between cues and rewards
were learned more accurately, although the visible downward trend was not
statistically reliable (F(2,106) = 1.98,
p = .14,
η
2
= .04).
Figure 2C shows that
this difference between the experienced and described trials represents a full
reversal of the reflection effect (condition × choice type interaction,
F(1,55) = 19.9,
p<.001,
η
2
= .27).
On gain trials, participants flipped from risk aversion on described problems to
risk seeking on experienced problems. On loss trials, participants flipped from
risk seeking on described problems to risk aversion on experienced problems
(p<.031 for all pairwise comparisons).
Figure 2
Results from Experiment 1.
(A). Reflection scores as a function of experimental condition.
Participants displayed reliably higher reflection scores for described
vs. experienced problems (p<.001). (B). Reflection
scores on experienced trials as a function of block in the experiment.
There was a trend toward a greater reverse reflection effect as the
potential outcomes were learned. (C). Gambling quotient as a function of
experimental condition and choice type. For gains, participants were
risk seeking for experienced problems, but risk averse for described
problems. In contrast, for losses, participants were risk averse in
experienced problems, but risk seeking in described problems. *
= p<.05. (D). Percentage
correct on catch trials as a function of experience training block.
Performance increased across blocks, but was high throughout, peaking at
97.6% on the final training block.
Results from Experiment 1.
(A). Reflection scores as a function of experimental condition.
Participants displayed reliably higher reflection scores for described
vs. experienced problems (p<.001). (B). Reflection
scores on experienced trials as a function of block in the experiment.
There was a trend toward a greater reverse reflection effect as the
potential outcomes were learned. (C). Gambling quotient as a function of
experimental condition and choice type. For gains, participants were
risk seeking for experienced problems, but risk averse for described
problems. In contrast, for losses, participants were risk averse in
experienced problems, but risk seeking in described problems. *
= p<.05. (D). Percentage
correct on catch trials as a function of experience training block.
Performance increased across blocks, but was high throughout, peaking at
97.6% on the final training block.Figure 2D depicts mean
performance on the experienced catch trials across the three experience runs of
the experiment. Six participants scored less than 60% correct on these
catch trials (4 in Group 1 and 2 in Group 2); data from these participants have
been removed from all analyses. For the remaining 54 participants that received
all 3 training runs, performance was high throughout, but improved slightly
across the runs (F(2,106) = 14.99,
p<.01,
η
2
= .22).
In the final run, on which the primary comparisons between described and
experienced trials are based, mean performance on catch trials was 97.6%
correct. Across the whole experiment, the empirical probabilities of receiving
the better outcome on the risky option were 51.6±.8% and
50.3±1.2% for gain and loss trials respectively, which were not
statistically different than 50%, nor from each other (all
ps>.05).As in Experiment 1, people again gambled more for gains than losses when these
contingencies were learned from experience, but not when they were described,
even when immediate feedback was no longer being provided about the
experience-based choices. Figure
3A depicts how the reflection scores were significantly lower in the
experienced trials, (t(26) = 2.79,
p<.01, d = .54).
These reflection scores were consistent across the 6 non-feedback runs for both
experienced and described trials, as shown in Figure 3B. A two-way ANOVA confirmed a main
effect of trial type (F(1,27) = 7.83;
p<.01,
η
2
= .23),
but no effect of run, nor any interaction (both ps>.25). The
difference between experienced and described trials was present for both gains
and losses. As depicted in Figure
3C, when choosing between gains, participants gambled more in the
experienced case, and when choosing between losses, participants gambled more in
the described case (condition × choice type interaction,
F(1,26) = 7.82;
p = .01,
η
2
= .23;
both pairwise comparisons, p<.038). In addition, there was a
significant reversal of the reflection effect for the experienced trials
(p<.01); however, the reflection effect for the
described condition failed to reach significance (p>.05).
Finally, performance on the catch trials was high throughout, even peaking at
100% correct on the 5th run (see Fig. 3D).
Figure 3
Results from Experiment 2.
(A). Reflection scores as a function of experimental condition.
Participants displayed reliably higher reflection scores for described
vs. experienced problems (p<.001). (B). Reflection
scores on experienced and described trials as a function of block in the
experiment. On each block, reflection scores were higher for described
than for experienced trials. PT = pre-training
for the experienced trials, where feedback was obtained after each
trial. (C). Gambling quotient as a function of experimental condition
and choice type. For gains, participants were risk seeking for
experienced problems, but risk averse for described problems. In
contrast, for losses, participants were risk averse in experienced
problems, but nominally risk seeking in described problems. *
= p<.05. (D). Percentage
correct on catch trials as a function of experience training block.
Performance was relatively stable across test blocks, peaking at
100% on test block 5.
Results from Experiment 2.
(A). Reflection scores as a function of experimental condition.
Participants displayed reliably higher reflection scores for described
vs. experienced problems (p<.001). (B). Reflection
scores on experienced and described trials as a function of block in the
experiment. On each block, reflection scores were higher for described
than for experienced trials. PT = pre-training
for the experienced trials, where feedback was obtained after each
trial. (C). Gambling quotient as a function of experimental condition
and choice type. For gains, participants were risk seeking for
experienced problems, but risk averse for described problems. In
contrast, for losses, participants were risk averse in experienced
problems, but nominally risk seeking in described problems. *
= p<.05. (D). Percentage
correct on catch trials as a function of experience training block.
Performance was relatively stable across test blocks, peaking at
100% on test block 5.
Discussion
In a pair of experiments, we show that the classic reflection effect from behavioral
economics is reversed when participants learn the reward contingencies from
experience. These results significantly extend the recent discovery of a
description-experience gap in the assessment of rare events [5]–[14]. For the variable options in
our experiments, both outcomes were equiprobable, meaning that neither event was
more rare than the other. Despite this elimination of rare events from the
experiment, we still found a profound difference between people's risky choices
in described and experienced cases. This finding suggests that the
description-experience gap is more general than previously thought and cannot be
solely explained by an overweighting of rare events [11]. Moreover, by using a
within-subject design, our study is one of few studies to show differences between
experience and description in the very same participants [7]–[13]. Our novel finding demonstrates
a serious limitation to current theories of risky choice in behavioral economics,
which are mostly based on described choices [4]–[5].In prospect theory, the subjective utility curve grows sub-linearly, leaving extreme
values proportionally underweighted [4], [16]. That is, a reward that is
objectively twice as large (e.g., $200 vs. $100) is perceived as
subjectively less than twice as big. In contrast, our results suggest that the
subjective utility curve based on experienced outcomes may overweight extreme
values, growing perhaps supra-linearly (i.e., faster than linear). Thus, extreme
values (big wins or big losses) carry proportionally more weight in decisions based
on experience, leading to risk seeking for gains and risk aversion for losses. This
extrema hypothesis supposes that, in the experienced case, the
largest and smallest rewards in a given context are given undue importance in the
decision-making process. One possibility is that people remember the big wins and
the big losses best, and, as a result, their decision making is swayed by those
extreme outcomes, perhaps through an affect [26] or availability heuristic [27]. In our
experiments, this memory bias towards extreme values would result in gambling for
gains and risk aversion for losses, but only when the outcomes were learned from
experience (as seen in Figs. 2
and 3).The somatic marker hypothesis also provides a potential mechanism for this weighting
scheme that gives a disproportionately large weight to extreme values [28]–[29]. This
hypothesis contends that emotional, bodily reactions to rewarding events drive
subsequent decision making. Larger rewards (good or bad) would thus elicit
relatively more potent and memorable emotional responses, driving subsequent
decision-making, but only in the experienced, retrospective case. We did not,
however, record any physiological measures as a proxy for emotional reactions and
thus cannot definitely claim that the extreme values were indeed more emotionally
salient. An extended range of values beyond those presented here would also help
formulate a hypothesis as to exactly what function might describe this
experience-based weighting.In a recent review, Hertwig and Erev [11] proposed several psychological
mechanisms that might account for the description-experience gap for rare events.
Our finding that this gap can extend to equally probable outcomes suggests that some
of these mechanisms are insufficient for explaining the differences between
description and experience. For example, our results cannot easily be accounted for
by limited sample sizes or estimation errors of the rate of occurrence of rare
events. Indeed, the programmed and received outcomes for the risky outcomes always
hovered near 50% in our experiment. In addition, the single-option trials
ensured that all participants received both possible outcomes several times for both
risky options, and many of our participants correctly identified the exact 50/50
probability in the post-experiment questionnaire. As compared to many other studies
of decisions from experience [10], [13], our participants received more experience with the
different options (>100 trials total as opposed to the usual 10–20) further
limiting the possibility that a sampling bias could explain the results. This
extensive training, however, raises a different concern in that our results only
seemed to emerge after significant training with the experience-based options (see
Fig. 2B). We do not know yet
whether our results will generalize to other procedures for examining
experience-based decisions that rely on fewer exposures to the potential
outcomes.A second possibility that Hertwig and Erev [11] suggest for explaining the
description-experience gap with rare events is that recent events might carry more
weight in the decision process, again biasing the weight toward the more frequently
occurring outcome. In our experiments, however, there were no rare events, therefore
neither the positive nor the negative outcome for the risky option should have
received consistently increased weighting. Moreover, the results from Experiment 2,
which explicitly separated the learning phase with feedback from the
experience-based test trials, provide further evidence against this recency
hypothesis.Another possible difference between the described and experienced problems is that
the probabilities of the various outcomes are known with certainty in the described
problems, but start off uncertain or ambiguous for the experienced problems [30]–[31]. Thus, to the
extent that participants have not learned the relationship between the stimuli and
rewards, the experienced task incorporates elements of ambiguity. The trend towards
increasingly negative reflection scores across the different blocks in Exp. 1 (Fig. 2D), however, suggests that
ambiguity does not underlie the reversed reflection effect. As the contingencies are
learned (see Fig. 2B) and the
ambiguity in the experienced problems is attenuated, the difference between the
experienced and described problems does not disappear. Indeed, the difference
between experienced and described problems is most robust on the final experience
run, after the contingencies are well learned (Fig. 2A and 2C).Our findings suggest an alternate interpretation of the role of ambiguity in other
tasks that involve ambiguous outcome probabilities, such as the Iowa Gambling Task.
The Iowa Gambling task engages emotional processes to a greater extent than tasks
with stated probabilities [28]–[29], [32]–[33]. This enhanced emotional engagement has been attributed
to ambiguous decisions in those tasks. We suggest that the emotional engagement
might instead derive from the fact that the outcomes for those ambiguous decisions
are learned from experience.Our results strongly reinforce the finding that patterns of human decision-making
under uncertainty depend on how the decision problem is posed, as is often found in
many areas of psychology [19], [34], [35], [36]. The canonical reflection effect can be reversed when
participants learn the probabilities from experienced outcomes, even for moderate
probabilities, indicating that how we decide may be fundamentally different when we
think about the future (in described cases) than when we reflect on the past (in
experienced cases). When considering future possibilities, we may underweight
extreme outcomes, as per prospect theory, leading to the canonical reflection
effect. When remembering past outcomes, we may be driven by the emotional, somatic
effects of the more extreme values and overweight those outcomes in our decision
making for risky outcomes, leading to a reversal of the usual reflection effect.
This dichotomy between prospective and retrospective modes of evaluation suggests a
fundamental extension to theories of risky choice.
Authors: Jaime K Brown; James A Waltz; Gregory P Strauss; Robert P McMahon; Michael J Frank; James M Gold Journal: Psychiatry Res Date: 2013-05-09 Impact factor: 3.222