“…Across all reviewed studies, researchers reported similar caregiver reports and observations that can be characterized in the following manner: Participants emitted frequent requests for items (e.g., a computer), activities (e.g., playing a board game), social interactions (e.g., conversing about dinosaurs), environmental arrangements (e.g., having papers and crayons organized a certain way), and for adults to behave in particular ways (e.g., imitating a cartoon character's voice and dialogue; see Bowman et al, 1997, Schmidt et al, 2017, and Warner et al, 2020 for detailed examples of participant requests). Some participants reportedly recruited only a particular type of reinforcer (e.g., the participant in Torres‐Viso et al, 2018, only requested environmental rearrangement); however, it was more often reported that the reinforcers requested were heterogeneous, idiosyncratic, and complex (e.g., Daryl in Schmidt et al, 2017, requested that adults talk like animals while engaging in conversations with inanimate objects, as well as play board games following special rules that always allowed Daryl to win). Problem behavior was likely to occur when any one of those requests was ignored or denied, and was likely to persist and even escalate until the adult granted requests.…”