A reward task modeled after Holroyd and colleagues (Holroyd, Nieuwenhuis, Yeung, & Cohen, 2003) presented the participant with four different colored balloon images (red, green, orange, blue). Balloons randomly appeared in serial positions along a row centered on the screen. Although there were four options (i.e., different colored balloons) on a given trial, feedback was rigged to have the probability of 50% win (reward 10 cents) and 50% no win (non-reward) outcomes across the task. Feedback was random and there was no pattern for certain balloons predicting specific outcomes. To keep the children engaged in the task, they were led to believe that some people “can figure out a pattern some of the time”. Participants selected balloons with a four-button response pad, using the middle and index fingers of both hands, and were reminded to look at the screen and not their hands, as they would in video game play. Subsequent to balloon selection on each trial, feedback was delayed variably between 1000 and 1200ms. This was done to make the task feel less monotonous and to mitigate against the