Conditioning Flashcards

1
Q

what kind of reinforcement schedule do video games use?

A

variable reinforcement - encourages players to keep playing

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2
Q

behavioural theory of gambling

A
  • 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)
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3
Q

Skinner’s 4 schedules of reinforcement

A
  • 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)
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4
Q

Measuring dopamine release during VR monetary wins

A
  • 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
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5
Q

effect of uncertainty on electrophysiology data

A
  • 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)
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6
Q

gamification

A
  • 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)
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7
Q

Added utility of gambling

A
  • “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
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8
Q

psychophysiology of blackjack

A

In studies comparing real vs. simulated gambling, substantial heart rate increase mostly only seen in the real setting -> demonstrates need for ecological validity

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9
Q

influence of money on heart rate

A

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

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10
Q

heart rate during slot machine play

A
  • 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
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11
Q

Causal role of arousal: croc study

A
  • 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
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