| Literature DB >> 33275122 |
Eve H Limbrick-Oldfield1, Mariya V Cherkasova1,2,3, Dawn Kennedy1, Caylee-Britt Goshko1, Dale Griffin4, Jason J S Barton2,5, Luke Clark1,6.
Abstract
BACKGROUND AND AIMS: Individuals with gambling disorder display increased levels of risk-taking, but it is not known if it is associated with an altered subjective valuation of gains and/or losses, perception of their probabilities, or integration of these sources of information into expected value.Entities:
Keywords: decision-making; expected value; gambling; gambling disorder
Mesh:
Year: 2020 PMID: 33275122 PMCID: PMC8969736 DOI: 10.1556/2006.2020.00088
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756
Fig. 1.Vancouver Gambling Task. The trial sequence comprised 10 unique gamble pairs (mirrored for the gain and loss versions) that were each repeated 10 times per version (see Table S1). The ten pairs formed a continuum in the relative EVs of the two gambles, ranging from pairs where the higher EV choice was the higher probability, lower magnitude option to pairs where the higher EV choice was the lower probability, higher magnitude option. Each pair was associated with a unique EV difference ratio (referred to for brevity as the EV ratio) calculated as [EV(high P) – EV(low P)]/mean(EV(high P), EV(low P)) as per Sharp et al. ( Sharp et al., 2012 ). a) Example trial sequence showing the gain version (upper, grey background) and the loss version (lower, white background). The probability of winning (losing) is represented by the size of the green segment, whilst the white represents the probability of a zero point outcome. At outcome, gain feedback faded in, whereas loss feedback was portrayed by the coins fading out. b) Example negative EV ratio pair. In the gain version this example trial requires the participant to choose between a prospect with a gain magnitude of 1 at a probability of 0.6 (EV = 0.6, left), or a gain magnitude of 4 at a probability of 0.4 (EV = 1.6, right). At this negative EV ratio the low probability (right) prospect is optimal to maximise gains. In the loss version this example requires the participant to choose between a prospect with a loss magnitude of 1 at a probability of 0.6 (EV = −0.6, left), or a loss magnitude of 4 at a probability of 0.4 (EV = −1.6, right). At this negative EV ratio the high probability (left) prospect is optimal to minimise losses. c) Example positive EV ratio pair. In the gain version this example trial requires the participant to choose between a prospect with a gain magnitude of 2 at a probability of 0.8 (EV = 1.6, left), or a gain magnitude of 3 at a probability of 0.2= (EV = 0.6, right). At this positive EV ratio the high probability (left) prospect is optimal to maximise gains. In the loss version this example requires the participant to choose between a prospect with a loss magnitude of 2 at a probability of 0.8 (EV = −1.6, left), or a loss magnitude of 3 at a probability of 0.2 (EV – 0.6, right). At this negative EV ratio the low probability (right) prospect is optimal to minimise losses. As a larger absolute EV is always optimal for gains, but suboptimal for losses, the optimal choice varies as a function of task version. The position of the high probability prospect was randomized between trials
Predictors of interest in each model of VGT choice behaviour
| Predictors of interest | Research question |
|
Model 1.
| |
| EV ratio | Do controls use EV ratio information? |
| EV ratio ∗ group | Do the GD group differ in their sensitivity to EV ratio? |
| Intercept | At hypothetical EV ratio = 0, do controls show a preference for the high or low probability prospect? |
| Group | At hypothetical EV ratio = 0, do the GD group show a different preference to controls? |
|
Model 2.
| |
| EV ratio ∗ group | With clinical variables controlled for (clinical variable ∗ EV ratio ∗ group), do the effects of group on EV ratio survive? |
| Group | With clinical variables controlled for, does the group effect at EV = 0 survive? |
|
Model 3.
| |
| Probability ∗ group | Do the GD group use probability information more or less than controls? |
| Magnitude ∗ group | Do the GD group use magnitude information more or less than controls? |
|
Model 4.
| |
| EV ratio ∗ Previous feedback | In controls, does the effect of EV ratio differ after a win (or zero outcome) compared to a zero outcome (or loss)? |
| EV ratio ∗ Previous feedback ∗ group | Does the effect of previous trial feedback differ in the GD group compared to controls? |
|
EV ratio ∗ Previous feedback (group baseline reversed)
| In the GD group, does the effect of EV ratio differ after a win (zero outcome) compared to a zero outcome (loss). |
|
Model 5.
| |
| PGSI ∗ EV ratio | Controlling for other clinical variables in Model 2, does gambling severity predict the EV ratio effect? |
| GRCS ∗ EV ratio | Controlling for other clinical variables in Model 2, do gambling cognitions predict the EV ratio effect? |
|
Model 6.
| |
| EV ratio ∗ version | In controls, does the effect of EV ratio differ in the gain compared to the loss version? |
| EV ratio ∗ version ∗ group | Does the effect of task version on EV ratio differ in the GD group compared to controls? |
Note. The outcome variable was the probability of choosing the high probability prospect. For models 1–5, each model was run separately for the gain and loss version of the task. EV = expected value, GD = gambling disorder, GRCS = gambling related cognitions scale, PGSI = problem gambling severity index.
We performed isometric log ratio transformations on probability and magnitude pairs from each prospect, which yielded a single value representing the prospect pair's probability and a single value representing its magnitude.
To directly observe EV ratio ∗ previous feedback in GD, the baseline was reversed for group, so that GD = 0.
Because we predicted opposite effects of EV ratio on choice in the gain and loss versions, the dependent variable was reversed (probability of choosing the low probability prospect) in the loss version for model 6.
Demographic and mental health measures, and VGT performance
| Gambling Disorder | Controls | Statistics | |
|
| |||
|
| 48 | 35 | ∼ |
| Age | 41.5 (22–65) | 32 (21–65) |
|
| DASS | 23 (0–52) | 8 (0–25) |
|
| Estimated Verbal IQ | 93.04 (1.74) | 93.12 (1.19) |
|
| AUDIT | 3 (0–12) | 1 (0–8) |
|
|
Past year drug use
| 28 (58%) | 7 (19.7%) |
χ
2
(1) = 10.68,
|
| DAST in drug users | 3 (1–8) | 1 (1–3) |
|
|
Smokers
| 25 (52%) | 4 (11%) |
χ
2
(1) = 12.98,
|
| FTND in smokers | 4 (0–8) | 3.5 (0–5) |
|
| PGSI | 16.5 (8–27) | 0 (0–2) | |
| GRCS | 78.25 (26–142) | 29 (23–161) |
|
| b. VGT Gain-version | |||
| Final coin balance | 149.5 (166–195) | 146 (118–177) |
|
| Chose higher EV prospect | 63% (0–100) | 70% (48–99) |
|
| c. VGT Loss-version | |||
| Final coin balance | 80 (59–138) | 80 (52–111) |
|
| Chose higher EV prospect | 68% (5–100) | 81% (50–100) |
|
Note. If data were normal, mean and standard deviation are shown, and unpaired t -tests were used to test for group differences. If data violated the assumption of normality, median and range are shown, and Mann-Whitney-U tests were used to test for group differences. Categorical variables were compared using Chi-Square tests. Significant ( P < 0.05) group differences are highlighted in bold. a. Demographic and clinical characteristics. b. Performance on the gain-version of the VGT. c. Performance on the gain-version of the VGT. AUDIT = alcohol use disorders identification test, DASS = Depression Anxiety Stress Scale, DAST = Drug Abuse Screening Test, FTND = Fagerstrom test for nicotine dependence, GRCS = Gambling related cognitions scale, IQ = intelligence quotient, VGT = Vancouver Gambling Task.
Results from the predictors of interest in the gain models
| Predictor | OR [95% CI] |
|
|
Model 1.
| ||
| Intercept | 6.40 [3.43, 11.95] | <0.001 |
| Group | 0.44 [0.23, 0.86] | <0.05 |
| EV ratio | 26.92 [21.25, 34.10] | <0.001 |
| EV ratio ∗ group | 0.51 [0.38, 0.68] | <0.001 |
|
Model 2.
| ||
| EV ratio ∗ group | 0.32 [0.17, 0.59] | <0.001 |
| Group | 0.39 [0.12, 1.29] | 0.76 |
|
Model 3.
| ||
| Probability ∗ group | 13.76 [6.12. 30.96] | <0.001 |
| Magnitude ∗ group | 0.42 [0.28, 0.65] | <0.001 |
|
Model 4.
| ||
| EV ratio ∗ Previous feedback | 0.71 [0.46, 1.10] | 0.13 |
| EV ratio ∗ Previous feedback ∗ group | 1.93 [1.13, 3.28] | <0.05 |
| EV ratio ∗ Previous feedback (group baseline reversed) | 1.37 [1.01, 1.86] | <0.05 |
|
Model 5.
| ||
| PGSI ∗ EV ratio | 0.89 [0.86, 0.93] | <0.001 |
| GRCS ∗ EV ratio | 0.97 [0.97, 0.98] | <0.001 |
Note . Full models reported in supplemental tables. EV = expected value, GRCS = gambling related cognitions scale, PGSI = problem gambling severity index.
Fig. 2.Between group analysis of choice behaviour in the gain version. a) Tukey boxplots of observed behaviour in GD participants and controls. b) Predicted choice behaviour from the logistic regression (Table S2a). Solid line = GD group, dashed line = control group. c) Predicted choice behaviour as a function of previous feedback (Table S5a). Solid lines = choice after a win outcome, dashed lines = choice after a zero outcome. Shaded gray quarters indicate that the low probability prospect is optimal for negative EV ratios, whilst the high probability prospect is optimal for positive EV ratios. Red = GD group, grey = control group. EV, expected value; GD, gambling disorder; P, probability
Fig. 4.Predicted choice behaviour of GD participants as a function of gambling measures (Table S7). a) Choice behaviour in the gain version as a function of gambling severity with the minimum (dashed line) and maximum (solid line) observed PGSI score. b) Choice behaviour in the gain version as a function of gambling-related cognitions with the minimum (dashed line) and maximum (solid line) observed GRCS score. c) Choice behaviour in the loss version as a function of gambling severity with the minimum (dashed line) and maximum (solid line) observed PGSI score. d) Choice behaviour in the loss version as a function of gambling-related cognitions with the minimum (dashed line) and maximum (solid line) observed GRCS score. Note that the reported odds ratios for GRCS in the text are close to one, as they represent a step change of one unit, but the effect over the possible range of measured scores is a larger effect, as can be seen in these plots. Shaded gray quarters indicate the optimal choice. EV, expected value; GD, gambling disorder; GRCS, gambling related cognitions scale; P, probability; PGSI, problem gambling severity index
Results from the predictors of interest in the loss models
| Predictor | OR [95% CI] |
|
|
Model 1.
| ||
| Intercept | 0.12 [0.056, 0.24] | <0.001 |
| Group | 2.41 [1.10, 5.28] | <0.05 |
| EV ratio | 0.052 [0.041, 0.065] | <0.0 01 |
| EV ratio ∗ group | 1.82 [1.37, 2.43] | <0.001 |
|
Model 2.
| ||
| EV ratio ∗ group | 1.46 [0.82, 2.60] | 0.20 |
| Group | 0.60 [0.15, 2.35] | 0.46 |
|
Model 3.
| ||
| Probability ∗ group | 0.12 [0.052, 0.25] | <0.001 |
| Magnitude ∗ group | 1.99 [1.30, 3.04] | <0.01 |
|
Model 4.
| ||
| EV ratio ∗ Previous feedback | 1.25 [0.81, 1.93] | 0.32 |
| EV ratio ∗ Previous feedback ∗ group | 1.31 [0.77, 2.24] | 0.32 |
| EV ratio ∗ Previous feedback (group baseline reversed) | 1.64 [1.21, 2.22] | <0.01 |
|
Model 5.
| ||
| PGSI ∗ EV ratio | 1.11 [1.07, 1.15] | <0.001 |
| GRCS ∗ EV ratio | 1.01 [1.01, 1.02] | <0.001 |
Note. Full models reported in supplemental tables. EV = expected value, GRCS = gambling related cognitions scale, PGSI = problem gambling severity index.
Fig. 3.Between group analysis of choice behaviour in the loss version. a) Tukey boxplots of observed behaviour in GD participants and controls. b) Predicted choice behaviour from the logistic regression (Table S2b). Solid line = GD group, dashed line = control group. c) Predicted choice behaviour as a function of previous feedback (Table S5b). Solid lines = choice after a loss outcome, dashed line = choice after a zero outcome. Shaded gray quarters indicate that the high probability prospect is optimal for negative EV ratios, whist the low probability prospect is optimal for positive EV ratios. Blue = GD group, grey = control group. EV, expected value; GD, gambling disorder; P, probability