Training tasks
ABM
The gamified intervention was implemented as an Android and iOS application developed on the 2019 version of Unity software.The participants were able to train for the GNG and ABM tasks at their own pace as long as the 10 min mark is reached for each task. In both tasks, the participants had to complete as many trials they can in one session. With each correct response, the task difficulty increased. After making a certain number of accuracy or speed errors, the run was over.Table Task-specific parameters.70% Go30% NoGo25% Go (cued items)75% NoGo (non-cued items)*Since the participants only respond to 25% of the trials during the ABM, we reduced its ISI to prevent boredom.Proportion of item categories displayed for each trial condition and group.Difficulty parameters at each level for all tasks (in seconds).To minimise the potential effect of the larger associative uncertainty in the control group (versus in the experimental group) on motivation and responding