The Income Generation Juice Of The Etomidate

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We endeavored to limit the number of psychology undergraduates who took part because of concerns that they may have been less likely to believe that they were interacting with real peers; only one participant had studied psychology at degree level. Adolescent participants were recruited from a secondary school. Participants over 16 provided Histone Acetyltransferase inhibitor written informed consent; participants under 16 provided written informed assent and a parent provided written informed consent. The study was approved by the local ethics committee. Participants were paid for taking part [?10 for adults; ? 9 for participants in school years 10�C13 (aged 14�C18); ? 7 for participants in school years 7�C9 (aged 11�C14)]. PROCEDURE AND MATERIALS Adult participants were tested in the Department of Experimental Psychology and adolescent participants were tested in a quiet area of the school. After completing consent, participants were administered the Wheel of Fortune game (Ernst et al., 2004; Roy et al., 2011; Shad et al., 2011), a computerized, two-choice, decision-making task involving probabilistic outcomes. On each trial, participants saw a ��wheel�� with two possible choices, represented as two ��slices�� of differing size and color (see Figure ?Figure11). Slice size represented the probability of that color winning. After participants had chosen a color, the wheel was spun and landed on one of the colors. If participants had chosen the winning color, they won a given number of points (displayed next to the wheel). If participants chose the color that did not win, they won nothing. Etomidate FIGURE 1 Schematic diagram of the Wheel of Fortune task. (A) There were three gamble types: high-risk gambles, medium-risk gambles, and even gambles. On each trial, gamble type was indicated by the relative sizes of the pink and blue wedges of the wheel. (B) Within ... There were 64 trials which were divided into three risk conditions (see Figure ?Figure11; Table ?Table11): (a) high-risk find more gambles (24 trials), where choosing pink gave a 10% chance of winning 900 points and choosing blue gave a 90% chance of winning 100 points; (b) medium-risk gambles (24 trials), where choosing pink gave a 30% chance of winning 300 points and choosing blue gave participants a 70% chance of winning 130 points; and (c) even gambles (16 trials), where choosing pink or blue each gave a 50% chance of winning 180 points. Note that behavior on the high-risk gambles was our measure of risky decision-making, with the other two gamble types serving as baseline conditions. With these probabilities and reward values, the expected value for each of the two choices across trials (i.e., the chance of winning a certain number of points across blue versus pink choices) was always the same. Participants were told that the more points they won, the more money they would receive (but in fact, payments were not dependent on game performance).