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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Effects of mood induction and bias-inducing contextual cues on decision making in gamblers and healthy individuals</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ivana Baldassarre (ivana.baldassarre@unina</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Olimpia Matarazzo (olimpia.matarazzo@unina</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Psychology of Second University of Naples</institution>
          ,
          <addr-line>32 viale Ellittico Caserta, 81100</addr-line>
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <fpage>616</fpage>
      <lpage>621</lpage>
      <abstract>
        <p>This study investigated the effect of mood and bias-eliciting contextual cues on decision making in problem gamblers and healthy individuals. The experimental design involved two between-subjects variables: mood induction (none induction, positive induction, negative induction) and gambling attitude (problem gamblers, healthy individuals), and one withinsubjects variable: bias-inducing contextual cues (gambler's fallacy, illusion of control, wishful thinking, endowment effect). In four decision tasks, participants were asked to select one option among four (very prudent, prudent, hazardous, very hazardous) after having been induced with negative or positive mood (or without mood induction for control group). They filled the South Oaks Gambling Screen at the end of the experiment. Results showed that mood did not influence healthy participants; however, problem gamblers were more risk-seeking after negative mood induction.</p>
      </abstract>
      <kwd-group>
        <kwd>decision making</kwd>
        <kwd>mood</kwd>
        <kwd>gambling</kwd>
        <kwd>cognitive distortion</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Emotions have a great influence on the choices people
make. Currently, there is an amount of empirical evidences
suggesting that emotions play a role in human, social and
economic decision-making
        <xref ref-type="bibr" rid="ref10 ref28 ref44">(Damasio, 1996; Loewenstein &amp;
Lerner, 2003; Webb et al., 2014)</xref>
        . For example, the well
known hypothesis of somatic marker
        <xref ref-type="bibr" rid="ref10 ref2">(Damasio 1996;
Bechara &amp; Damasio 2005)</xref>
        posits that emotional bodily
changes evoked by expected negative or positive outcomes
of a choice influence decision making by inhibiting the
disadvantageous choices and favouring the advantageous
ones. So, according to this point of view, instead of
interfering with rational evaluation and judgment of the
concurrent options, emotion plays a beneficial role in
decision making, by prompting cognition in right direction.
Another similar influential suggestion is affect heuristic
        <xref ref-type="bibr" rid="ref33">(Slovic et al. 2002)</xref>
        , according to which objects’
representations are associated with affective reactions
generating an overall and synthetic evaluation of options at
stake in decision making. Somatic markers and affect
heuristic are instances of integral affective responses, i.e. the
responses elicited by the features of the object of the
decision
        <xref ref-type="bibr" rid="ref3 ref31">(Bodenhausen, 1993; Pham, 2007)</xref>
        and which are
thought to function as “proxies for value”
        <xref ref-type="bibr" rid="ref31">(Pham 2007)</xref>
        ,
leading to choose the liked things and to avoid the disliked
ones.
      </p>
      <p>
        Another class of emotions affecting decision making is
represented by incidental emotional states, i.e. emotions not
elicited by the decision objects but influencing their
evaluation
        <xref ref-type="bibr" rid="ref3 ref31">(Bodenhausen, 1993; Pham, 2007)</xref>
        , e. g.
emotions or mood felt at the moment of the decision making
and dispositional affects.
      </p>
      <p>
        However, the studies investigating the effect of incidental
emotions on judgment and decision making have obtained
controversial results, in conformity with the contrasting
hypotheses deriving from two influential theories: the Mood
Maintenance Hypothesis - MMH
        <xref ref-type="bibr" rid="ref17">(Isen, 1978)</xref>
        and the Affect
Infusion Model - AIM
        <xref ref-type="bibr" rid="ref11">(Forgas, 1995)</xref>
        . According to the
MMH, individuals in a positive mood avoid taking risks in
order to maintain their positive affective state, behaving in a
risk averse manner; on the contrary, individuals in a
negative mood tend to take greater risks in order to improve
their affective state, engaging in high risk-taking
behaviours. This theory also supposes that people's
judgments differ as a function of mood. In particular,
positive mood would facilitate creativity, cognitive
flexibility, openness to alternative options and would
diminish the use of routine procedures and heuristic
strategies, then leading to a more efficient decision task
        <xref ref-type="bibr" rid="ref18">(Isen, 2001)</xref>
        . In line with this hypothesis, Wegner and Petty
(1994) found that people in a positive mood undertook
activities in order to maintain it, and
        <xref ref-type="bibr" rid="ref20">Kliger &amp; Levy (2003)</xref>
        revealed that positive mood were associated with risk
aversion. As to negative mood,
        <xref ref-type="bibr" rid="ref13">Gehring &amp; Willoughhby
(2002)</xref>
        showed that risky choices increased after
experiencing losses, and that they were used as a strategy to
improve the current affective states. Similarly, in the study
of
        <xref ref-type="bibr" rid="ref7">Chuang &amp; Kung (2005)</xref>
        , participants in the negative
mood state showed riskier choices than participants in the
positive mood state.
      </p>
      <p>
        The Affect Infusion Model, by assuming that emotion can
influence evaluative judgment and decision making through
mood-congruence effect and through information
processing, makes predictions opposite to those of MMH.
Via mood-congruence effect, AIM assumes that a positive
mood can cause individuals evaluate own thoughts or
environment objects more positively, and that such positive
evaluation can lead to an increased risk-seeking behaviour.
Conversely, a negative mood, by influencing judgments in a
congruent way, can lead to risk-avoidance behaviours.
Moreover, AIM posits that negative mood increases
substantive and deliberative processing that in turn promote
less risky decision making. On the opposite, positive mood
is thought to decrease the accuracy of information
processing and to increase heuristic and context-based
judgments, leading to riskier decision making. In line with
this hypothesis, several studies found that individuals in a
negative mood state were engaging in less risky decision
making than those in a positive mood state
        <xref ref-type="bibr" rid="ref12 ref43">(Forgas, 1999;
Yuen &amp; Lee, 2003)</xref>
        , while others found that positive affect
leaded to more optimistic assessment regarding risk
        <xref ref-type="bibr" rid="ref25">(Lerner
&amp; Keltner, 2001)</xref>
        .
        <xref ref-type="bibr" rid="ref36">Tiedens &amp; Linton (2001)</xref>
        found that
positive mood could make individuals optimistic about their
chance of winning gambles and generally less likely to
engage in deep or effortful cognitive processing. In the
study of
        <xref ref-type="bibr" rid="ref8">Clore &amp; Huntsinger (2007)</xref>
        , positive mood led
participants to discount potential negative consequences of
risk-taking. More recently,
        <xref ref-type="bibr" rid="ref42">Xie et al. (2011)</xref>
        found that
positive mood also increases optimism and decreases risk
perception. Furthermore,
        <xref ref-type="bibr" rid="ref34">Stanton and colleagues (2014</xref>
        )
found that happiness increases risk-taking. Other studies
        <xref ref-type="bibr" rid="ref29 ref9">(Mayer et al., 1992; Constants &amp; Mathews, 1993)</xref>
        ,
investigating the influence of mood on the estimates of
likelihood of future events, show that people in positive
mood evaluate as more likely the occurrence of positive
events, than individuals in negative mood; conversely,
people in negative mood estimate as more probable the
occurrence of negative events.
      </p>
      <p>
        Another large body of research has investigated how
cognitive distortions can influence decision making in risky
or uncertain situations. Among the most investigated biases,
there are the gambler’s fallacy, the illusion of control,
wishful thinking, and the endowment effect. In the
gambler's fallacy bias
        <xref ref-type="bibr" rid="ref37">(Tversky &amp; Kahneman, 1973)</xref>
        , people
tend to overestimate or underestimate the probability of
future events as function of previous outcomes, even if they
are actually independent from each other. Therefore, in a
coin flip, for example, in which the probability outcome is
always 50% for both head and tail, people tend to
overestimate the probability of head when tail came out
several times in a row and vice-versa. Several studies
        <xref ref-type="bibr" rid="ref1 ref14">(e.g.
Ayton &amp; Fischer, 2004; Gronchi &amp; Sloman, 2008)</xref>
        , in which
participants were asked to predict future outcomes given
some sequences of outcomes, provided empirical evidence
that people make predictions according to this fallacy.
      </p>
      <p>
        In the illusion of control
        <xref ref-type="bibr" rid="ref22">(Langer, 1975)</xref>
        , people believe
that they have control over outcomes that are, in fact,
uncontrollable, and then overestimate the probability of
certain outcomes. Therefore, the expectation of a personal
success probability is higher than the objective probability.
It has been found, for example, that people assign higher
monetary values to lottery tickets they personally chosen,
respect to lottery tickets which have been handed out
        <xref ref-type="bibr" rid="ref22 ref41">(Langer, 1975; Wohl &amp; Enzle, 2002)</xref>
        . Similar erroneous
beliefs occur with wishful thinking bias
        <xref ref-type="bibr" rid="ref21">(Kunda, 1990)</xref>
        , in
which an over-optimism about the occurrence of a desired
outcome make people more confident that the outcome will
actually happen. Studies showed that people tend to
overestimate the probability of preferred outcomes and
underestimate the probability of undesirable outcomes
        <xref ref-type="bibr" rid="ref5">(Camerer &amp; Lovallo, 1999)</xref>
        . Finally, in the endowment
effect
        <xref ref-type="bibr" rid="ref19">(Kahneman, 1990)</xref>
        the gap between the buying and
the selling price of an item is dependent on the status of the
individual respect to the item: ownership or buyer. In fact
people confer higher monetary values to the objects they
own due the fact that they belong them: so the price fixed to
sell an object they possess is higher than the price they are
disposed to pay to buy the same object
        <xref ref-type="bibr" rid="ref30 ref32">(Morewedge et al.
2009; Shu &amp; Peck, 2011)</xref>
        .
        <xref ref-type="bibr" rid="ref27">Lin et al. (2006)</xref>
        found that the
endowment effect might be absent when a negative
emotion is induced, supposing that this cognitive bias only
occurs when people are induced in a positive affective state.
      </p>
      <p>
        The influence of affective states and cognitive biases in
risky and uncertain decisions has been also investigated in
addictive behaviours, especially the pathological gambling
        <xref ref-type="bibr" rid="ref16 ref38">(see Van den Bos et al., 2013 for a review)</xref>
        . Some scholars
posit, indeed, that both affective states (Stewart et al., 2008)
and cognitive biases
        <xref ref-type="bibr" rid="ref15">(Hudgens-Haney et al., 2013)</xref>
        contribute to the development and maintenance of gambling
behaviors. Several studies investigated cognitive
phenomena, such as cognitive distortions and erroneous
beliefs, associated with pathological gambling. For
example, as regard the illusion of control bias,
        <xref ref-type="bibr" rid="ref6">Cantinotti
and colleagues (2004</xref>
        ) found that regular gamblers
overestimate their ability to predict a certain outcome.
Similarly,
        <xref ref-type="bibr" rid="ref4">Breen et al. (2001)</xref>
        showed that after several
losses, problem gamblers bet more. This result can be
explained by gamblers’ fallacy, since problem gamblers
misunderstand independent outcomes with dependent ones.
      </p>
      <p>
        As regard the influence of affective states on gambling,
Stewart et al. (2008) suggested that problem gamblers can
engage in risky behaviours to reduce or eliminate negative
affect or to enhance or induce positive affect. Other studies
showed that positive mood can be an important incentive for
gambling
        <xref ref-type="bibr" rid="ref23">(Ledgerwood &amp; Petry, 2010)</xref>
        . More recently,
        <xref ref-type="bibr" rid="ref16">Hudson et al. (2013)</xref>
        observed that problem gamblers can
have attentional biases for information that are congruent
with their affective states. They found that, in negative
mood, the negative affective stimulus was more
motivationally relevant. Hence, problem gamblers who
gamble to avoid negative affect may be biased to pay more
attention to negative affective information; on the contrary,
gamblers who are motivated to enhance positive mood show
biases for positive information.
      </p>
      <p>Finally, Baldassarre and colleagues (in press) showed that
problem gamblers adopted a risk-seeking behaviour in
negative mood condition, rather than in the control
condition. On the opposite, healthy individuals were more
risk avoidant after negative mood induction.</p>
    </sec>
    <sec id="sec-2">
      <title>Experiment</title>
      <p>The main aim of this study was to investigate whether
incidental affective states (positive vs. negative) influence
risky or uncertain decision making and whether healthy
individuals and problem gamblers adopt different pattern of
choices in terms of risk-seeking or risk-aversion. Moreover,
bias-inducing contextual cue, which consists of
biasinducing information integrated with the scenarios, has been
assumed as moderating variable.</p>
      <p>More specifically, in conformity with the results of
previous studies (Baldassarre et al., in press), we expected
that, in comparison with control conditions, incidental
emotions, irrespective of their valence, would induce more
prudent choices in healthy individuals, whereas incidental
negative mood would induce more hazardous choices in
gamblers. We also expected that positive mood would have
a similar effect on gamblers.</p>
    </sec>
    <sec id="sec-3">
      <title>Method</title>
      <p>Participants were 150 individuals, 77 male and 73 female,
with mean age 33.50 (s.d.=8,86). They were not paid for
their participation and they were asked to give informed
consent.</p>
      <p>The 3 x 2 x 4 mixed design involved two between-subjects
variables - mood induction (none induction, positive
induction, negative induction) and gambling attitude
(problem gamblers, healthy individuals) - and one
withinsubjects variable: contextual scenario (gambler’s fallacy,
illusion of control, wishful thinking, endowment effect).</p>
      <p>
        Participants were divided into six groups on the basis of
the two between-subjects variables: mood induction, which
was manipulated, and attitude toward gambling, which has
been not manipulated. As concerning the mood
manipulation, participants were induced with negative or
positive mood through the emotional event recall technique;
before and after induction, they filled the PANAS
questionnaire
        <xref ref-type="bibr" rid="ref39">(Watson et al., 1988)</xref>
        , which is a 20-item
selfreport measure of positive and negative affect.
      </p>
      <p>
        In order to divide participants in two groups according to
their attitude toward gambling, that is problem gamblers and
healthy individuals, the South Oaks Gambling Screen
        <xref ref-type="bibr" rid="ref26">(SOGS, Lesieur &amp; Blume, 1987)</xref>
        has been presented at the
end of the experiment. This questionnaire consists of 20
items designed to assess the attitude toward gambling and to
identify individuals who are problem gamblers.
      </p>
      <p>Participants were presented with a paper and pencil
questionnaire. At first, a brief description of the study was
presented followed by the consensus and the request to
indicate their sex and age. Then participants filled the
PANAS questionnaire. After that, in both positive and
negative mood conditions, participants were asked to recall
and describe in detail a positive/negative autobiographical
event and to refill the PANAS. The control group
participants, without mood induction, were asked to fill the
PANAS once. Successively, all participants were asked to
make a choice among four options in four different
described situations, presented through the scenario
technique.</p>
      <p>Each scenario was built with some typical features
assumed to induce the following biases: gambler’s fallacy,
illusion of control, wishful thinking, endowment effect. For
each scenario, participants were asked to choice among four
options: very prudent, prudent, hazardous and very
hazardous. The presentation order of the scenarios and of
the options was randomized across participants.</p>
      <p>The gambler’s fallacy scenario was the following:
“It’s your first time in a gambling casino. After having
observed different gaming situations for about an hour, you
are ready to start playing. You changed 500 euro in fiches.
After a sequence of situations of game, now you have 600
euro in fiches. You start playing roulette. Red came out 4
times in a row and people around suggest you to wager a
large bet on black: “This is your chance!”, they say. At this
point, you have to decide what to do, also because after this
bet you have to come back home. What do you do?”
The four options were:
1. You decide to go away without betting
2. You decide to bet 100 euros
3. You decide to bet 300 euros
4. You decide to bet 600 euros</p>
      <p>Note that the four options were ranged from very prudent
(1) to very hazardous (4).</p>
      <p>The other scenarios were the following:</p>
      <p>Illusion of control scenario: The protagonist is buying
some magazines; in the meanwhile he takes 2 scratch cards
with his hands and wins 25 euros. He is feeling his hands
are lucky. He has to decide whether collect the change (+7
euros) or buy another scratchcard (of -2 or -10 or -20 euros).</p>
      <p>Wishful thinking scenario: The protagonist is going to
watch the final match of his favourite team. He really
desires his team to win. In that moment, his friends are
betting for the winning of the team. He has to decide
whether to bet and, if yes, the bet amount (2, 10 or 20 euro).</p>
      <p>Endowment effect scenario: The protagonist is selling
some of his stuff and he is forced to sell a bicycle he loves.
The estimated price is 200 euro and he has to establish the
minimum price at which he is willing to sell it (180, 190,
210 or 220 euros). After having selected an option for each
scenario, participants completed the SOGS questionnaire.</p>
    </sec>
    <sec id="sec-4">
      <title>Results</title>
      <p>In order to check whether the participants’ emotional states
differed before the experimental manipulation, a MANOVA
was performed with positive and negative PANAS
premood induction scores, as dependent variables, and the three
experimental groups (control, positive and negative
induction), as independent variable. As expected, no
difference between PANAS scores before mood induction
emerged. Then, in order to check whether the mood
manipulation was successful, a 2 (positive vs. negative
induction) x 2 (Pre vs. Post PANAS scores) x 2 (positive vs.
negative PANAS scores) mixed ANOVA was performed,
with the type of induction as between-subject variable, and</p>
      <sec id="sec-4-1">
        <title>Gambler's fallacy</title>
      </sec>
      <sec id="sec-4-2">
        <title>Illusion of Control</title>
      </sec>
      <sec id="sec-4-3">
        <title>Wishful Thinking</title>
        <p>Control Group
HI
2,14 (.9)
1,86 (.64)
2,17 (1)</p>
        <p>PG
2,31 (.95)
2,13 (.81)
2,19 (1.05)
Endowment Effect 1,56 (.81) 1,44 (.89)
HI= Healthy Individuals; PG=Problem Gambler
the other two variables as within-subject variables.</p>
        <p>The expected three-way interaction effect(F1,96=77.36;
p&lt;.001; p-ƞ²=.45) was examined by means of simple effect
analysis with Bonferroni adjustment: it revealed that in the
positive induction group, positive PANAS scores were
higher after (M=35.91; s.e.=1.02) rather than before (M=32;
s.e.=.83) mood induction (p&lt;.001); on the contrary, in the
negative induction group (p&lt;.001) they were lower post (M=
26,36; s.e.=.92) rather than before induction (M= 31,64;
s.e.=1.13). Furthermore, negative PANAS scores were lower
after (M=16,41; s.e.=1.13) rather than before (M=18,22;
s.e.=1.12) mood induction (p&lt;.05) in the positive induction
group, whereas, in the negative induction group (p&lt;.001),
they were higher post (M= 21,32; s.e.=1.25). Thus, the
results confirmed that positive and negative mood
inductions were both successful.</p>
        <p>Participants’ choices were coded on a Likert scale ranging
from 1 (very prudent ) to 4 ( very hazardous). In order to
analyse the participants’ choices, a mixed ANOVA 3 (mood
induction: positive vs. negative vs. none) x 2 (attitude
toward gambling: problem gamblers vs. healthy individuals)
x 4 (type of bias-inducing scenario: gambler’s fallacy,
illusion of control, wishful thinking, endowment effect) was
conducted on participants’ choices. The first two variables
were between-subjects, the last was within-subjects. SOGS
scores have been transformed in a dummy variable:
gamblers (SOGS≥3; 49 participants) and
nogamblers/healthy individuals (SOGS&lt;3; 101 participants).
Means (with standard deviations) of choices are reported in</p>
      </sec>
      <sec id="sec-4-4">
        <title>Positive Mood</title>
        <p>HI
2 (.9)
1,68 (.62)
1,84 (.97)
1,61 (.82)
PG
2,19 (.98)
2,25 (1.13)
2,38 (.81)
1,44 (.89)</p>
      </sec>
      <sec id="sec-4-5">
        <title>Negative Mood</title>
        <p>HI
1,81(.62)
1,67 (.73)
1,67 (.73)
1,3 (.67)
PG
2,29 (.59)
2,06 (1.09)
2,76 (1.15)
1,94 (1.2)</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>In the present study we examined the influence of positive
and negative mood on decisions in both healthy individuals
and problem gamblers. As expected, results of mood
manipulation on PANAS scores showed that positive scores
were higher in positive mood and lower in negative mood
induction condition, the opposite occurring with negative
scores.</p>
      <p>
        The results on participants’ choices showed, not
surprisingly, that problem gamblers made more hazardous
choices rather than healthy individuals. With respect to
scenario results, participants were less prudent with
gambler’s fallacy and wishful thinking scenarios, whereas
with endowment effect scenario they adopted a more
prudent behaviour. These findings suggest that the
biasinducing cues embedded in the scenarios affected differently
the participants’ choices. However, despite the mutual
differentiation among the scenarios, it should be noted that,
differently from previous findings
        <xref ref-type="bibr" rid="ref1 ref14 ref30 ref32 ref41 ref5">(Ayton &amp; Fischer, 2004;
Gronchi &amp; Sloman, 2008; Wohl &amp; Enzle, 2002; Camerer &amp;
Lovallo, 1999; Morewedge et al., 2009; Shu &amp; Peck, 2011)</xref>
        ,
none of the scenarios promoted hazardous choices, given
that the mean-low values of choices depict, in general, a
behaviour oriented toward prudence. Furthermore, the
results do not corroborate previous findings
        <xref ref-type="bibr" rid="ref27">(Lin et al.,
2006)</xref>
        , according to which endowment effect decreases with
negative mood: in our study this effect is always low
irrespective of mood state.
      </p>
      <p>In line with previous studies (e.g. Baldassarre et al., in
press), results showed that problem gamblers chose more
hazardous options after negative mood induction, whereas
no significant difference appeared in positive and control
condition. The fact that negative affective states increase
risk seeking in gamblers supports the idea that problem
gamblers tend to risk more in order to avoid or to reduce
negative emotional feelings (Stewart et al., 2008).</p>
      <p>The absence of a mood effect on healthy individuals is the
most intriguing and remarkable result of this study.</p>
      <p>
        Since mood has not affected healthy participants at all,
these results do not corroborate both Mood Maintenance
Hypothesis
        <xref ref-type="bibr" rid="ref17">(Isen, 1978)</xref>
        and Affect Infusion Model
        <xref ref-type="bibr" rid="ref11">(Forgas,
1995)</xref>
        predictions as well as the evidences showing mood
effects on decision making with healthy individuals
        <xref ref-type="bibr" rid="ref29 ref36 ref42 ref8 ref9">(Tiedens &amp; Linton, 2001; Clore &amp; Huntsinger, 2007; Mayer
et al., 1992; Constants &amp; Mathews, 1993; Xie et al., 2011;
Baldassarre et al. in press)</xref>
        . In our study, although the mood
induction was successful, the participants’ choices remained
insensible to mood modification.
      </p>
      <p>
        A possible explanation for these results lies with the nature
of the mood, which does not refer to a specific emotion, but
to a valenced affective state. However, some studies
        <xref ref-type="bibr" rid="ref24 ref25">(e.g.
Lerner &amp; Keltner, 2000, 2001)</xref>
        showed that the emotions,
especially the negative ones, have peculiar and often
opposite effects on decision making. For example, fear or
anxiety would diminish the risk proneness, while sadness
showed the opposite effect
        <xref ref-type="bibr" rid="ref31">(see Pham 2007 for a review)</xref>
        .
Perhaps the autobiographical recall, on which mood
induction was based, induced different emotions that, in
turn, produced opposite effects on decision making, thus
cancelling each other out.
      </p>
      <p>Further studies will be based on the induction of specific
emotions in order to test more appropriately their putative
effect on decision making.</p>
      <p>Otherwise, these results can be explained by the scenarios
characteristics. We assume that the efficacy of the scenario
technique has been supported by the finding that participants
made generally prudent choices, instead of making more
hazardous choices given that the situation was only
imaginary and they did not run any real risk: so, we can
infer that participants identified with the protagonists.
Furthermore, the effect due to the scenarios proves that the
situations they described and the biases they are supposed to
entail have been perceived as reciprocally unrelated. On the
other hand, it is possible that bias-inducing contextual-cues
per se promoted a paradoxical induction effect toward a
prudent rather than hazardous behavior and this effect were
greater than the mood one.</p>
      <p>Further studies will be performed to explore the effect of
specific emotions in both bias-inducing and neutral
decision-making tasks, in order to systematically investigate
whether decisions are influenced by cognitive or affective
factors.</p>
    </sec>
  </body>
  <back>
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