| Literature DB >> 24892657 |
Michael E Young1, Tara L Webb2, Jillian M Rung3, Anthony W McCoy1.
Abstract
Using a continuous impulsivity and risk platform (CIRP) that was constructed using a video game engine, choice was assessed under conditions in which waiting produced a continuously increasing probability of an outcome with a continuously decreasing magnitude (Experiment 1) or a continuously increasing magnitude of an outcome with a continuously decreasing probability (Experiment 2). Performance in both experiments reflected a greater desire for a higher probability even though the corresponding wait times produced substantive decreases in overall performance. These tendencies are considered to principally reflect hyperbolic discounting of probability, power discounting of magnitude, and the mathematical consequences of different response rates. Behavior in the CIRP is compared and contrasted with that in the Balloon Analogue Risk Task (BART).Entities:
Mesh:
Year: 2014 PMID: 24892657 PMCID: PMC4044015 DOI: 10.1371/journal.pone.0098996
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Figure 1Changes in magnitude and probability across time.
The effects of three values of the power parameter of Equation 1 on the rate of change in magnitude and probability over the recharge interval. For Experiment 1, the dashed lines represent the magnitude of damage and the solid lines represent the probability of a successful shot. The opposite is true for Experiment 2.
Figure 2Damage produced for specified power values as a function of time waited.
Rate of damage per 10
Figure 3Results of Experiments 1 and 2.
Probability of waiting at least 5-fitting multilevel regression model as a function of power (see Equation 1) and game level or block of experience. The solid line without error bars represents optimal waiting under the assumption that an optimal wait time of m seconds would produce a m/10 probability of waiting more than 5 seconds.