Despite the ubiquity of go/no-go tasks in the study of behavioral inhibition, there is a lack of evidence regarding the impact of key design characteristics, including the go/no-go ratio, intertrial interval, and number of types of go stimuli, on the production of different response classes of central interest. In the present study we sought to empirically determine the optimal conditions to maximize the production of a rare outcome of considerable interest to researchers: false alarms. As predicted, the shortest intertrial intervals (450 ms), intermediate go/no-go ratios (2:1 to 4:1), and the use of multiple types of go stimuli produced the greatest numbers of false alarms. These results are placed within the context of behavioral changes during learning.
Game-like environments are increasingly used for conducting research due to the affordances that such environments offer. However, the problem remains that such environments treat their users equally. In order to address this, personalization is necessary. In this paper we discuss the need to personalize gamified research environments to motivate participation by illustrating a playful platform called Mad Science, which is being developed to allow users to create social and behavioral studies. This discussion is both informed by the platform's affordances and use thus far as well as existing theories on player motivation, and contributes to theory-informed approaches to (gamified) personalization technologies.
A first-person shooter video game was adapted for the study of choice between smaller sooner and larger later rewards. Participants chose when to fire a weapon that increased in damage potential over a short interval. When the delay to maximum damage was shorter (5 – 8 s), people showed greater sensitivity to the consequences of their choices than when the delay was longer (17 – 20 s). Participants also evidenced a magnitude effect by waiting proportionally longer when the damage magnitudes were doubled for all rewards. The experiment replicated the standard magnitude effect with this new video game preparation over time scales similar to those typically used in nonhuman animal studies and without complications due to satiation or cost.
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