“…While other behavioral scientists have employed video games to answer behavior analytic questions related to concepts such as matching (e.g., Kollins, Lane, & Shapiro, 1997; Neuringer, Deiss, & Imig, ) and discounting (e.g., Scheres et al, ; Young & McCoy, ), the games were developed specifically for those experiments and lacked many of the features used in commercial video game design. Our findings open the door for extensions of this work to model how situational factors during gameplay impact sensitivity to reinforcement (e.g., Critchfield, Meeks, & Stilling, ). Beyond matching, this videogame preparation could be useful for human operant experiments of other behavioral phenomena involving basic schedule performance (e.g., resurgence).…”