Conditioning Flashcards
what kind of reinforcement schedule do video games use?
variable reinforcement - encourages players to keep playing
behavioural theory of gambling
- Gambling (a response) predicts occasional wins (reward, feels good) –> positive reinforcement
- Skinner: gambling as instrumental conditioning with reinforcement (money) delivered on a variable ratio schedule
- Ratio schedules increase behaviour/response more than interval schedules
- Variable ratio schedules can be difficult to establish, but once established are highly resistant to extinction
- Often easier to establish when you initially reward them right away (ex. New gamblers winning big)
Skinner’s 4 schedules of reinforcement
- Fixed interval (ex. 10s delay before next reward available)
- Ex. Job paydays (you know you have to wait 2 weeks for next one)
- Variable interval (unpredictable delay)
- Ex. Radio contests (you know you have to keep listening to hear the song, but you don’t know when it’ll play)
- Fixed ratio (1 prize every 10 presses)
- Ex. Punch cards (you know once you buy 10 coffees you’ll get one for free)
- Variable ratio: 1 prize after an unpredictable number of presses
- Ex. Gambling (when you play slots, you never know if/when you’ll win big)
Measuring dopamine release during VR monetary wins
- 3 conditions: fixed ratio (win money every 4th trial), variable ratio (win money once in every 4, but you don’t know which trial), control group (variable ratio, but no money involved - just see a hashtag)
- Only variable ratio group showed increase dopamine in left striatum -> responds to unexpected money
effect of uncertainty on electrophysiology data
- Study looked at dopamine cell activity during appetitive Pavlovian conditioning with 5 stimuli indicating different probabilities of reward
- At peak uncertainty (0.5), there is a cue (CS) response PLUS anticipatory activity (similar to “double-hit” seen in hyperlearning)
gamification
- Video games often have multiple, overlapping schedules of reward –> creates a trickle of reinforcement
- Ex. Completing a level, advancing your avatar, finding rare items, etc.
- Modern research shows that an accelerating points score (ie. Gaining points in increasingly bigger jumps) increases motivation across a variety of tasks including gym exercise (compared to a flat points score)
Added utility of gambling
- “excitement is the gambler’s drug” -> physiological arousal during gambling play
- That excitement is a commodity that the gambler is prepared to pay for
- Gambling (regardless of winning money) may also serve to relieve stress/boredom -> negative reinforcement
psychophysiology of blackjack
In studies comparing real vs. simulated gambling, substantial heart rate increase mostly only seen in the real setting -> demonstrates need for ecological validity
influence of money on heart rate
Study by Anderson and Brown showed that participants in the lab who were playing for a “credit” prize (without real-world value) had lower heart rates than participants who were playing for money
heart rate during slot machine play
- one study demonstrated that this is greater in problem gamblers
- but there were several problems:
- Evidence of baseline differences
- Regular gamblers were not formally screened for gambling disorder
- Regular gamblers were more likely to win
Causal role of arousal: croc study
- Participants either play slot machine game after holding a crocodile, or in the foyer before they enter the crocodile sanctuary
- People who held the crocodile and were excited by it/enjoyed it placed highest bets
- People who held the crocodile but didn’t enjoy it placed slightly lower bets
- People who hadn’t held the crocodile yet placed the lowest bets