Dorien Bangma

DECISION-MAKING IN ADHD | 137 Name of test Test description Possible outcome measures Construct of measurement Delay Aversion Task (Müller et al. , 2006) Goal: to earn as much money as desired. § In 22 consecutive trials, the participant gets to see an image of a donkey spitting money in a basket. § During a trial, the amount of money the donkey is spitting decreases. After 60 seconds, the money flow stops. § The trial continues until the participant presses a button to go to the next donkey/trial. § After each trial, the participant receives feedback on how many trials still follow. § (total) Mean trial duration. Delay aversion Effort Expenditure for Rewards Task (EEfRT; Treadway et al. , 2009) Goal: maximize gain. § During each trial, the participant chooses between two options: 1. Low effort : the participant has to press a button 30 times within seven seconds, using the index finger of their dominant hand. The participant can earn $1 per trial that has been completed in time. 2. High effort : the participant has to press a button 100 times within 21 seconds with the little finger of their non-dominant hand. The participant can earn $1.24- $4.30 (reward magnitude) per trial that has been completed in time. § Before the trial, the reward magnitude and reward probability (i.e., 12, 50 or 88 percent) of the following trial are presented, after which the participant has five second to opt for a high or low effort trial (no choice leads to random allocation to either a low or high effort trial). § Feedback comprises whether the trial goal has been completed and whether money was earned. § Percentage of high effort selections multiplied by reward probability and magnitude. § Total number of (timely) completed trials. § Ratio of number of completed high-effort trials divided by number of selected high-effort trials. Reward- related decision- making Reinforce- ment Learning Task + Novelty Manipu- lation (Wittmann et al. , 2008) Goal: maximize the total reward. § Pre-familiarization phase: The participant is familiarized with 32 pictures by looking at them passively and later actively. § Three-armed-bandit-task: The participant chooses between three images in each trial. Each trial is linked to a fixed probability (1/3) of winning $1. § In 25% of the trials, one picture is randomly replaced by an unfamiliar picture ( novelty manipulation ). § Total gain. § Reward learning rate. § Novelty bonus (i.e., number of new options selected minus number of familiar options selected). § Number of times novel options are chosen at first presentation. Reward- related decision- making Reward- based Decision- Making Task (Basten et al. , 2010) Goal: maximize gain. § First phase: the participant learns to associate six positive and six negative monetary value ranges with different stimuli through trial and error. § Second phase: a composite figure is shown to the participant, consisting of stimuli associated with either the positive or the negative monetary value ranges. § Participants are asked to accept the stimuli with positive values and reject the negative stimuli. § Task accuracy. § Number of errors. § Response time. § Response time variability. Reward- related decision- making Table continues on the next page

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