| Literature DB >> 26982326 |
Shuyan Liu1, Daniel J Schad1, Maxim S Kuschpel1, Michael A Rapp1,2, Andreas Heinz1.
Abstract
Different systems for habitual versus goal-directed control are thought to underlie human decision-making. Working memory is known to shape these decision-making systems and their interplay, and is known to support goal-directed decision making even under stress. Here, we investigated if and how decision systems are differentially influenced by breaks filled with diverse everyday life activities known to modulate working memory performance. We used a within-subject design where young adults listened to music and played a video game during breaks interleaved with trials of a sequential two-step Markov decision task, designed to assess habitual as well as goal-directed decision making. Based on a neurocomputational model of task performance, we observed that for individuals with a rather limited working memory capacity video gaming as compared to music reduced reliance on the goal-directed decision-making system, while a rather large working memory capacity prevented such a decline. Our findings suggest differential effects of everyday activities on key decision-making processes.Entities:
Mesh:
Year: 2016 PMID: 26982326 PMCID: PMC4794202 DOI: 10.1371/journal.pone.0150165
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Socio-demographic information and results from a neuropsychological battery for the 33 healthy subjects who participated in experiment.
| N = 33 | |
|---|---|
| Age (years) | 24.64 (0.61 |
| Education (years) | 16.29 (0.44) |
| Fluid Intelligence Cognitive Speed (DSST, numbers) | 86.67 (1.67) |
| Verbal Knowledge (MWT-B, numbers) | 27.36 (0.63) |
| Verbal Memory (wordlist, numbers) | 9.12 (0.19) |
| Verbal Working Memory (DS, numbers) | 7.39 (0.31) |
| Semantic Verbal Fluency (SVF, numbers) | 29.42 (1.04) |
| Executive Functioning (TMT-A, seconds) | 27.61 (1.52) |
| Executive Functioning (TMT-B, seconds) | 55.63 (3.15) |
aStandard error of the mean (SEM).
Note: Cognitive Speed was assessed by the Digit Symbol Substitution Test (DSST) from the WAIS-R [29]; Verbal IQ was assessed by the German Vocabulary Test (Mehrfachwahl-Wortschatz-Intelligenztest, MWT-B [28]); Verbal memory was assessed by Wordlist from the Consortium to Establish a Registry for Alzheimer's Disease (CERAD [30]); Verbal Working Memory was assessed by the Digit Span (DS) Backwards Test [29]; One-minute Semantic Verbal Fluency (SVF) was tested for the category “animals” (Verbale Flüssigkeit Tiere [31]); Executive Functioning was assessed by the Trail Making Test (TMT) A and B [32].
Fig 1Two-step decision task.
(A) Trial structure. Each trial consisted of choices at two steps. Step 1 involved the first choice between two abstract gray stimuli (Chinese characters, not known to German subjects). The chosen stimulus was framed with red color in the center-top of the screen for 1.5s. Subsequently, subjects were presented with another stimulus pair in step 2. The second choice was rewarded with money (20 cents) or nothing. (B) The transitions from step 1 to step 2 remained fixed, with 70% and 30% of all trials as respectively common and rare transitions. The reward probabilities for each stimulus in step 2 changed independently between 25% and 75%, based on Gaussian random walks with reflecting boundaries [10]. Win probabilities varied, therefore, as a function of the trial number.
Computational model parameters: maximum a posteriori (MAP) estimates (bounded model-scale).
| Mean | 0.60 | 0.67 | 2.42 | 3.33 | 0.79 | 3.13 | 0.76 |
| 25% | 0.31 | 0.58 | 0.91 | 0.84 | 0.56 | 1.48 | 0.36 |
| 75% | 0.93 | 0.88 | 3.22 | 5.19 | 0.98 | 4.18 | 1.11 |
Fig 2Computational model parameter estimates.
The model parameter β, estimating the weight of the goal-directed systems to behavioral control, is displayed as a function of working memory capacity (Digit Span score) for the break conditions gaming (green points and regression lines) versus music (red).