Yao-Chu Chiu

Yao-Chu Chiu


Research Focus & Metrics

Academic Career Length

20Years (2007-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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15 March 2007 in Behavioral and Brain Functions
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Journal Article
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CLChing-Hunh Lin
Ching-Hunh Lin
YCYao-Chu Chiu
Yao-Chu Chiu
Po-Lei LeePo-Lei Lee
Po-Lei Lee
JHJen-Chuen Hsieh
Jen-Chuen Hsieh
Background: The Iowa gambling task is a popular test for examining monetary decision behavior under uncertainty. According to Dunn et al. review article, the difficult-to-explain phenomenon of "prominent deck B" was revealed, namely that normal decision makers prefer bad final-outcome deck B to good final-outcome decks C or D. This phenomenon was demonstrated especially clearly by Wilder et al. and Toplak et al. The "prominent deck B" phenomenon is inconsistent with the basic assumption in the IGT; however, most IGT-related studies utilized the "summation" of bad decks A and B when presenting their data, thereby avoiding the problems associated with deck B.Methods: To verify the "prominent deck B" phenomenon, this study launched a two-stage simple version IGT, namely, an AACC and BBDD version, which possesses a balanced gain-loss structure between advantageous and disadvantageous decks and facilitates monitoring of participant preferences after the first 100 trials.Results: The experimental results suggested that the "prominent deck B" phenomenon exists in the IGT. Moreover, participants cannot suppress their preference for deck B under the uncertain condition, even during the second stage of the game. Although this result is incongruent with the basic assumption in IGT, an increasing number of studies are finding similar results. The results of the AACC and BBDD versions can be congruent with the decision literatures in terms of gain-loss frequency.Conclusion: Based on the experimental findings, participants can apply the "gain-stay, loss-shift" strategy to overcome situations involving uncertainty. This investigation found that the largest loss in the IGT did not inspire decision makers to avoid choosing bad deck B.

19 March 2008 in Behavioral and Brain Functions
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Journal Article
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YCYao-Chu Chiu
Yao-Chu Chiu
CLChing-Hunh Lin
Ching-Hunh Lin
JHJong-Tsun Huang
Jong-Tsun Huang
SLShuyeu Lin
Shuyeu Lin
Po-Lei LeePo-Lei Lee
Po-Lei Lee
JHJen-Chuen Hsieh
Jen-Chuen Hsieh
Background: The Somatic Marker Hypothesis suggests that normal subjects are "foreseeable" and ventromedial prefrontal patients are "myopic" in making decisions, as the behavior shown in the Iowa Gambling Task. The present study questions previous findings because of the existing confounding between long-term outcome (expected value, EV) and gain-loss frequency variables in the Iowa Gambling Task (IGT). A newly and symmetrically designed gamble, namely the Soochow Gambling Task (SGT), with a high-contrast EV between bad (A, B) and good (C, D) decks, is conducted to clarify the issue about IGT confounding. Based on the prediction of EV (a basic assumption of IGT), participants should prefer to choose good decks C and D rather than bad decks A and B in SGT. In contrast, according to the prediction of gain-loss frequency, subjects should prefer the decks A and B because they possessed relatively the high-frequency gain.Methods: The present experiment was performed by 48 participants (24 males and 24 females). Most subjects are college students recruited from different schools. Each subject played the computer version SGT first and completed a questionnaire for identifying their final preference. The IGT experimental procedure was mostly followed to assure a similar condition of decision uncertainty.Results: The SGT experiment demonstrated that the prediction of gain-loss frequency is confirmed. Most subjects preferred to choose the bad decks A and B than good decks C and D. The learning curve and questionnaire data indicate that subjects can not "hunch" the EV throughout the game. Further analysis of the effect of previous choice demonstrated that immediate gain increases the probability to stay at the same deck.Conclusion: SGT provides a balanced structure to clarify the confounding inside IGT and demonstrates that gain-loss frequency rather than EV guides decision makers in these high-ambiguity gambles. Additionally, the choice behavior is mostly following the "gain-stay, lose-randomize" strategy to cope with the uncertain situation. As demonstrated in SGT, immediate gain can bring about a long-term loss under uncertainty. This empirical result may explain some shortsighted behaviors in real life.

26 July 2008 in BMC Neuroscience
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CLChing-Hunh Lin
Ching-Hunh Lin
YCYao-Chu Chiu
Yao-Chu Chiu
CCChou-Ming Cheng
Chou-Ming Cheng
JHJen-Chuen Hsieh
Jen-Chuen Hsieh
Background: Somatic Marker Hypothesis (SMH), based on clinical observations, delineates neuronal networks for interpreting consciousness generation and decision-making. The Iowa gambling task (IGT) was designed to verify the SMH. However, more and more behavioral and brain imaging studies had reported incongruent results that pinpointed a need to re-evaluate the central representations of SMH. The current study used event-related fMRI (functional Magnetic Resonance Imaging) to examine neural correlates of anticipation vs. outcome, wins vs. losses, and differential decks' contingencies of IGT.Results: Behavioral results showed a prominent effect of frequency in driving choices. The insula and basal ganglia were activated during the anticipation phase while the inferior parietal lobule was activated during the outcome phase. The activation of medial prefrontal cortex was especially targeted during the high punishment contingencies. The data suggest that under uncertainty the normal decision makers can become myopic.Conclusion: The insula and basal ganglia might play a vital role in long-term guidance of decision-making. Inferior parietal lobule might participate in evaluating the consequence and medial prefrontal cortex may service the function of error monitoring.

1 January 2013 in Frontiers in Psychology
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CLChing-Hunh Lin
Ching-Hunh Lin
TSTzu-Jiun Song
Tzu-Jiun Song
YCYing-Ying Chen
Ying-Ying Chen
WLWe-Kang Lee
We-Kang Lee
YCYao-Chu Chiu
Yao-Chu Chiu
Over past decade, the Iowa gambling task (IGT) has been utilized to test various decision deficits induced by neurological damage or psychiatric disorders. The IGT has recently been standardized for identifying 13 different neuropsychological disorders. Neuropsychological patients choose bad decks frequently, and normal subjects prefer good EV decks. However, the IGT has several validity and reliability problems. Some research groups have pointed out that the validity of IGT is influenced by the personality and emotional state of subjects. Additionally, several other studies have proposed that the “prominent deck B phenomenon” (PDB phenomenon) – that is, normal subjects preferring bad deck B – may be the most serious problem confronting IGT validity. Specifically, deck B offers a high frequency of gains but negative EV. In the standard IGT administration, choice behavior can be understood with reference to gain-loss frequency (GLF) rather than inferred future consequences (EV, the basic assumption of IGT). Furthermore, using two different criteria (basic assumption vs. professional norm) results in significantly different classification results. Therefore, we recruited 72 normal subjects to test the validity and reliability of IGT. Each subject performed three runs of the computer-based clinical IGT version. The PDB phenomenon has been observed to a significant degree in the first and second stages of the clinical IGT version. Obviously, validity, reliability and the practice effect were unstable between two given stages. The present form of the clinical IGT version has only one stage, so its use should be reconsidered for examining normal decision makers; results from patient groups must also be interpreted with great care. GLF could be the main factor to be considered in establishing the constructional validity and reliability of the clinical IGT version.

9 November 2009 in Behavioral and Brain Functions
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CLChing-Hunh Lin
Ching-Hunh Lin
YCYao-Chu Chiu
Yao-Chu Chiu
JHJong-Tsun Huang
Jong-Tsun Huang
Background: Behavioral decision making literature suggests that decision makers are guided less by final outcome than by immediate gain-loss. However, studies of the Iowa Gambling Task (IGT) under dynamic and uncertain conditions reveal very different conclusions about the role of final outcome. Another research group designed a similar yet simpler game, the Soochow Gambling Task (SGT), which demonstrated that, in dynamic decision making, the effect of gain-loss frequency is more powerful than that of final outcome. Further study is needed to determine the precise effect of final outcome on decision makers. This experiment developed two modified SGTs to explore the effect of final outcome under the same gain-loss frequency context.Methods: Each version of the SGT was performed by twenty-four undergraduate Soochow University students. A large-value (± $200, ± $550 and ± $1050) and a small-value (± $100, ± $150 and ± $650) contrast of SGT were conducted to investigate the final outcome effect. The computerized SGT was launched to record and analyze the choices of the participants.Results: The results of both SGT versions consistently showed that the preferred decks A and B to decks C and D. Analysis of learning curves also indicated that, throughout the game, final outcome had a minimal effect on the choices of decision makers.Conclusion: Experimental results indicated that, in both the frequent-gain context and the frequent-loss context, final outcome has little effect on decision makers. Most decision makers are guided by gain-loss frequency but not by final outcome.

27 May 2019 in Frontiers in Psychiatry
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CLChing-Hunh Lin
Ching-Hunh Lin
CWChao-Chih Wang
Chao-Chih Wang
JSJia-Huang Sun
Jia-Huang Sun
CKChih-Hung Ko
Chih-Hung Ko
YCYao-Chu Chiu
Yao-Chu Chiu
Objective: A critical issue in research related to the Iowa gambling task (IGT) is the use of the alternative factors expected value and gain–loss frequency to distinguish between clinical cases and control groups. When the IGT has been used to examine cases of Internet addiction (IA), the literature reveals inconsistencies in the results. However, few studies have utilized the clinical version of IGT (cIGT) to examine IA cases. The present study aims to resolve previous inconsistencies and to examine the validity of the cIGT by comparing performances of controls with cases of Internet gaming disorder (IGD), a subtype of IA defined by the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders. Methods: The study recruited 23 participants with clinically diagnosed IGD and 38 age-matched control participants. Based on the basic assumptions of IGT and the gain–loss frequency viewpoint, a dependent variables analysis was carried out. Results: The results showed no statistical difference between the two groups in most performance indices and therefore support the findings of most IGT-IA studies; in particular, expected value and gain–loss frequency did not distinguish between the IGD cases and controls. However, the participants in both groups were influenced by the gain–loss frequency, revealing the existence of the prominent deck B phenomenon. Conclusion: The findings provide two possible interpretations. The first is that choice behavior deficits do not constitute a characteristic feature of individuals who have been diagnosed with IGD/IA. The second is that, as the cIGT was unable to distinguish the choice behavior of the IGD/IA participants from that of controls, the cIGT may not be relevant for assessing IGD based on the indices provided by the expected value and gain–loss frequency perspectives in the standard administration of IGT.