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. 2006 Dec;1(3):250–259. doi: 10.1093/scan/nsl025

Fig. 2.

Fig. 2

(A) The gambling task—adapted from Delgado et al. (2004). Participants were presented with a card and were asked if its value was higher or lower than the number 5 and were given feedback on their choice. The question mark was the cue for participants to make their choice (either high or low). During a subsequent outcome phase, participants were presented with the actual value of the card and either positive or negative feedback depending on their choice. (B) Aversive conditioning paradigm with money as an unconditioned stimulus—adapted from Phelps et al. (2004). Participants viewed two squares of different colors (blue, yellow) which served as the conditioned stimuli (CS). One of the squares (CS+) was paired with occasional presentations of a visual display indicating a monetary loss of $2.00, the unconditioned stimulus.