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Storyboard-Text

  • sample
  • group 1: 19 healthy right-handed adultsgroup 2: 22 healthy, right-handed adolescents
  • volunteers recruited through poster and ads 
  • method
  • IV: adult or adolescent
  • DV: number of gambles accepted by participant in a spinner game and activity in ventral striatum
  • intake session
  • source and the amount of spending money per week
  • $20
  • they were told they would be able to gamble and win up to another $20 or lose up to $20.
  • all participants reported no prior diagnosis of psychiatric or neurological illness or development delays, had no metal in their bodies and were not taking psychoactive medication.
  • fMRI session
  • the method was a quasi experiment with an independent measures design, conducted in a laboratory
  • fMRI session
  • $5
  • $20
  • the participants were called in to complete some information on their income. at the end of the intake session, they were given $20 to be used as playing money in the next session.
  • results
  • one week after the intake session, the participants were called back to the fMRI session and then given an fMRI scan while they undertook a decision-making process
  • participants were shown an on-screen spinner. each half presented the number of dollars that could be lost or gained on each side, an amount between $5 and $20.
  • in the adolescents, there was significantly more activity in the ventral striatum and this showed greater activity as the expected values increased.
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