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Video game engines as the new “virtual” Skinner box

Bibliographic Data

ID10244419
AuthorsMichael E Young (0000-0003-1493-9548, Baylor University Waco TX USA, corresponding author), Patrick M Hancock (Kansas State University Manhattan KS USA), Lucas Watson (Kansas State University Manhattan KS USA), Brian Howatt (Kansas State University Manhattan KS USA), Brian C Howatt (0000-0001-9195-4712, Kansas State University), Robert Southern (Kansas State University Manhattan KS USA), Karissa Payne (Kansas State University Manhattan KS USA)
Year2026
Volume125
Issue1
Pagese70081-e70081
Publication date2026-01-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueJournal of the Experimental Analysis of Behavior (JOURNAL)
Journal identifiersISSN: 0022-5002 • E-ISSN: 1938-3711
PublisherWiley (PUBLISHER • GB)
DOI10.1002/jeab.70081
PMID41503945
OpenAlexW7118414735
LanguageEN
Citations received1
References cited89

The Skinner box has provided a standardized method of conducting experiments on operant behavior throughout the history of behavior analysis. As technology has advanced, these operant chambers have become increasingly complex to allow for the study of new stimuli, behavior, and outcomes. The present article takes this variability one step further by advocating for the use of video game engines in the study of operant behavior in humans. Game engines provide high levels of flexibility, control, and realism as well as continuous behavioral tracking, dynamic stimulus presentation, and complex reinforcement schedules that greatly expand the range of research questions that can be addressed. Importantly, the potential for increasing stimulus, response, and outcome variability provides the basis for assessing and maximizing the generalizability of operant and related principles. This article illustrates the use of video game engines to study causal inference, delay discounting, loot boxes, foraging, and multiplayer dynamics. Adopting game engines in behavioral research not only expands the scope of behavior analysis but also increases its relevance to real‐world behavior, offering a promising path forward for innovation

Behavioural sciences · Generality · Generalizability theory · Operant conditioning · Reinforcement · Relevance (law) · Stimulus (psychology) · Stimulus control · Video game · Behavioral and Psychological Studies · Bullying, Victimization, and Aggression · Cognitive Abilities and Testing

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Unique citing works1
Citations per year1
Citation span2026 - 2026 (1)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 1

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