2013
DOI: 10.1002/jeab.24
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Abstract: Using a video-game-based escalating interest task, participants repeatedly encountered a reward that gradually increased in value over a 10-second interval. Responding early in the interval netted less immediate reward than responding later in the interval. Each participant experienced four different reward contingencies for waiting. These contingencies were changed three times as the experiment proceeded. Behavior tracked these changing contingencies, but wait times reflected long-term carryover from the prev… Show more

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Cited by 21 publications
(23 citation statements)
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“…These procedures have increased tolerance to delay of reinforcement in human children identified as impulsive (Schweitzer & Sulzer-Azaroff, 1988) and with ADHD (Binder, Dixon, & Ghezzi, 2000), human adults with developmental disabilities (Dixon et al, 1998), and pigeons (Mazur & Logue, 1987; Logue & Mazur, 1981). Little research has been conducted however to identify what experiences may produce the greatest self-control, and whether or not other procedures may be more (or less) effective at creating lasting behavioral change (e.g., Young, Webb, Rung, & Jacobs, 2013). …”
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confidence: 99%
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“…These procedures have increased tolerance to delay of reinforcement in human children identified as impulsive (Schweitzer & Sulzer-Azaroff, 1988) and with ADHD (Binder, Dixon, & Ghezzi, 2000), human adults with developmental disabilities (Dixon et al, 1998), and pigeons (Mazur & Logue, 1987; Logue & Mazur, 1981). Little research has been conducted however to identify what experiences may produce the greatest self-control, and whether or not other procedures may be more (or less) effective at creating lasting behavioral change (e.g., Young, Webb, Rung, & Jacobs, 2013). …”
mentioning
confidence: 99%
“…Most of the experiments that have been conducted using the EI task have cycled through different power values rapidly within-session, but a more recent study exposed participants to specific power values for longer durations of time and assessed the effects of the order of the power values experienced on subsequent responding in the game (Young, Webb, Rung, & Jacobs, 2013). Overall, participants’ behavior varied in accordance to the programmed contingencies, but Young et al found an effect of order.…”
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confidence: 99%
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“…Because the outcome variable (interresponse time or IRT) was highly bimodal, we dichotomized the IRTs as either being longer or shorter than 5 s; this approach is consistent with that used in earlier publications involving this video game task (e.g., Young et al, 2013a;Young et al, 2014). We fit the data using a multilevel logistic regression with air temperature, game time, and power (from Equation (1)) as main effects and two-way interactions between power and the other variables (as moderators) to identify any effects of temperature on sensitivity to the power changes while controlling for effects of game time on power sensitivity.…”
Section: Resultsmentioning
confidence: 96%