GO / NO-GO
INHIBITORY CONTROL
Go / No-Go Test
Green circle = press Space or tap ASAP. Red circle = do not press. Inhibit false alarms while reacting fast.
How It Works & Tips
Master the game with our comprehensive guide and improvement strategies.
About This Test
About Go/No-Go
What It Measures
Trial Anatomy
Difficulty
Score Reading
Where It Shows Up
Prepotent Responses
Speed Accuracy Tradeoff
Transfer Expectations
Instructions & Mechanics
Quick SetupSetup
- Choose difficulty.
- Initialize.
- Rest a finger near Space without pressing.
Respond
- Press on green.
- Freeze on red.
- Prefer a clean withhold over a risky mash.
Review
- Check false-alarm count.
- If high, bias slightly more cautious on the next run.
Expert Strategies
1Ready, Not Tense
Pre-position the finger; tension causes premature presses.
2Value Withholds
On ambiguous color flashes, not pressing is often safer.
3Rhythm Awareness
After long Go streaks, expect a No-Go—reset urgency.
4Short Quality Sets
Inhibition fatigues; stop when false alarms climb.
Frequently Asked Questions
How is score calculated?
Correct Go hits plus correct No-Go withholds.
What is a false alarm?
Pressing on a No-Go (red) trial.
What is a miss?
Failing to press during a Go window.
Why mostly Go trials?
To build a prepotent response so inhibition is tested.
Is RT shown?
Yes for successful Go hits.
Keyboard?
Spacebar is supported.
Trial counts?
About 20 on Beginner up to ~40 on Professional.
Used in research?
Yes—classic executive-function paradigm.
What hurts most?
False alarms on No-Go and misses on Go.
Hard mode tip?
Commit to color fast; hesitation and impulsivity both rise when windows shrink.