The Iowa Gambling Task (IGT) is an established toolused for evaluating the role of emotional learning underconditions of uncertainty. To date, however, themajority of studies have not explicitly manipulated theemotional content within the IGT or examined the effectof doing so on different populations. We address thisgap in the present study, focusing our analysis on twogroups: low vs. high psychopathy individuals insubclinical populations. Our findings demonstrate thatemotional content boosted learning for the high but notthe low psychopathy group.