Social species rely on the ability to modulate feedback-monitoring in social contexts to adjust one’s actions and obtain desired outcomes. When being awarded positive outcomes during a gambling task, feedback-monitoring is attenuated when strangers are rewarded, as less value is assigned to the awarded outcome. This difference in feedback-monitoring can be indexed by an event-related potential (ERP) component known as the Reward Positivity (RewP), whose amplitude is enhanced when receiving positive feedback. While the degree of familiarity influences the RewP, little is known about how the RewP and reinforcement learning are affected when gambling on behalf of familiar versus nonfamiliar agents, such as robots. This question becomes increasingly important given that robots may be used as teachers and/or social companions in the near future, with whom children and adults will interact with for short or long periods of time. In the present study, we examined whether feedback-monitoring when gambling on behalf of oneself compared with a robot is impacted by whether participants have familiarized themselves with the robot before the task. We expected enhanced RewP amplitude for self versus other for those who did not familiarize with the robot and that self–other differences in the RewP would be attenuated for those who familiarized with the robot. Instead, we observed that the RewP was larger when familiarization with the robot occurred, which corresponded to overall worse learning outcomes. We additionally observed an enhanced P3 effect for the high-familiarity condition, which suggests an increased motivation to reward. These findings suggest that familiarization with robots may cause a positive motivational effect, which positively affects RewP amplitudes, but interferes with learning.