The study replicated research on metacontingencies that used a chessboard simulating a simplified chess game, in a completely online environment, with participants in their homes. Dyads of participants had to work together moving two knights in L-shape. Each trial ended when the knights met in adjacent squares. The squares where the knights should meet (aggregate product [AP]) varied in two conditions, using an ABAB design. In conditions A, knights should meet anywhere on the chessboard, and there was no consequence. In conditions B, the matrix of reinforceable squares was gradually reduced in four phases and knights’ encounters were followed by different messages when correct or incorrect (cultural consequences). In group 1, five dyads were allowed to communicate. In group 2, dyads had no access to video call. Results of group 1 corroborate the findings of the original studies that showed a decrease in APs variability from conditions A to B, when communication was allowed. Group 2 showed similar results, therefore extending to the setting that not allowed communication. The online platform XadrezWeb, developed for this study, was an important tool to program the interlocked behavior contingencies and collect data during social isolation.
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