Table 1.
Overview of behavioral studies.
| Authors | Age groups (age range in years) | Task | Incentive type | Main results |
|---|---|---|---|---|
| Galván and McGlennen, 2013 |
|
Passive reward-delivery task | Primary (water, sucrose, salty or no liquid in neutral option) |
|
| Luking et al., 2014 |
|
Gambling task (card guessing game) | Primary (high and low gains, 4 or 2 pieces; high and low losses, 2 or 1 pieces) |
|
| Grose-Fifer et al., 2014 |
|
Gambling task (card guessing game, reward probability 50%) | Monetary (high and low gains, 32–40 Cents; high and low losses, 6–11 Cents) | Both age groups selected high-monetary incentive cards more often than low-monetary incentive cards |
| May et al., 2004 | Children and adolescents (8–18) | Gambling task (card guessing game) | Monetary (neutral trials, no reward; gain trials, 1 Dollar; loss trials, 50 Cents) | No age differences in win-stay lose-shift strategy |
| Van Duijvenvoorde et al., 2014 |
|
Gambling task (slot machine task, reward probability 33 and 66%) | Monetary (passed trials, no reward; gain and loss trials, ±10 Cents) | Tendency for risky decisions was not related to age, pubertal development, or reward sensitivity |
| Ernst et al., 2005 |
|
Gambling task (Wheel of Fortune, reward probability 50%) | Monetary (high and low gains, 4 Dollar or 50 Cents; or reward omission) |
|
| Bjork et al., 2010 |
|
Monetary Incentive Delay (MID) Task | Monetary (neutral trials, no reward/ loss; high and low gain and loss trials, 50 Cents or 5 Dollar) | Faster responding and higher accuracy with increasing incentives irrespectively of the valence, but no age differences therein |
| Bjork et al., 2004 |
|
Monetary Incentive Delay (MID) Task | Monetary (neutral trials, no reward/loss; high and low gain and loss trials, 20 Cents, 1 Dollar or 5 Dollar) | No effect of reward magnitude or age group on accuracy or reaction times |
| Galván et al., 2006 |
|
Two-choice reaction time task (reward probability 100%) | Monetary (low, medium, and high number of monetary coins) | Faster reaction times to high than medium and low rewards and this effect is most pronounced in adolescents |
| Cohen et al., 2010 |
|
Probabilistic learning task (83% predictable and random condition) | Monetary (no-reward vs. high and low gain trials, 25 or 5 Cents) | Faster responding to large than small incentives only for the adolescent group |
| Unger et al., 2014 |
|
Reinforcement learning task (100% valid feedback) | Monetary (no-incentive vs. gain and loss trials, 37 Cents) |
|
| Santesso et al., 2011 |
|
Gambling task (60:40% win-loss ratio) | Monetary (high and low gains and losses, 195–205 Cents or 45–55 Cents) |
|
| Van Leijenhorst et al., 2006 |
|
Gambling task (cake task, high and low risk trials) | Cognitive (gain and loss trials; 1 point) |
|
| Teslovich et al., 2014 |
|
Random Dot Motion Task | Cognitive (high and low gain trials, 5 or 1 points) | Slower responding for large rewards in the group of adolescents relative to adults, who showed slower responding to small rewards |
| Paulsen et al., 2015 | Children and adolescents (10–22) | Inhibitory control (antisaccade task) | Cognitive (no-reward vs. gain and loss trials, 5 points) |
|
| Padmanabhan et al., 2011 |
|
Inhibitory control (antisaccade task) | Cognitive (no incentive vs. potential gain of points) | Adolescents improved inhibitory control with gains to the adults' performance level |
| Geier and Luna, 2012 |
|
Inhibitory control (antisaccade task) | Cognitive (neutral vs. gain and loss trials, 1–5 points) | No age interaction on loss trials but adolescents made more errors on gain trials |
| Hämmerer et al., 2010 |
|
Probabilistic learning task (65, 75, or 85% positive feedback probability) | Cognitive (gain and loss of feedback points, 10 points) |
|
| Chein et al., 2011 |
|
Risk-taking task (Stoplight task) | Social-induced (alone and peer condition: two friends) | Adolescents but not older age-groups exhibited more risk-decisions when being observed by peers |
| Jones et al., 2014 |
|
Social reinforcement learning task (33, 66, and 100% positive feedback probability) | Social-induced (positive and no positive social feedback) |
|