Case D A, Ploog B O, Fantino E
Department of Psychology, University of California, San Diego, La Jolla 92093-0109.
J Exp Anal Behav. 1990 Nov;54(3):185-99. doi: 10.1901/jeab.1990.54-185.
Contingencies studied in lever-pressing procedures were incorporated into a popular computer game, "Star Trek," played by college students. One putative reinforcer, the opportunity to destroy Klingon invaders, was scheduled independently of responding according to a variable-time schedule that alternated unpredictably with equal periods of Klingon unavailability (mixed variable time, extinction schedule of reinforcement). Two commands ("observing responses") each produced stimuli that were either correlated or uncorrelated with the two components. In several variations of the basic game, an S-, or bad news, was not as reinforcing as an S+, or good news. In addition, in other conditions for the same subjects observing responses were not maintained better by bad news than by an uninformative stimulus. In both choices, more observing tended to be maintained by an S- for response-independent Klingons when its information could be (and was) used to advantage with respect to other types of reinforcement in the situation (Parts 1 and 2) than when the information could not be so used (Part 3). The findings favor the conditioned reinforcement hypothesis of observing behavior over the uncertainty-reduction hypothesis. This extends research to a more natural setting and to multialternative concurrent schedules of events of seemingly intrinsic value.
在杠杆按压程序中研究的意外情况被纳入一款大学生玩的热门电脑游戏《星际迷航》中。一种假定的强化物,即摧毁克林贡入侵者的机会,根据可变时间安排独立于反应进行安排,该时间安排与克林贡人不可用的相等时间段不可预测地交替(混合可变时间,强化的消退安排)。两个指令(“观察反应”)各自产生与两个成分相关或不相关的刺激。在基本游戏的几种变体中,一个S-,即坏消息,不如一个S+,即好消息那样具有强化作用。此外,在相同受试者的其他条件下,观察反应由坏消息维持得并不比由无信息刺激维持得更好。在这两种选择中,当与情境中其他类型的强化相关的信息可以(并且确实)被利用时(第1部分和第2部分),相对于反应独立的克林贡人,观察往往更多地由S-维持,而当信息不能如此利用时(第3部分)则不然。这些发现支持观察行为的条件强化假设而非不确定性降低假设。这将研究扩展到了更自然的环境以及看似具有内在价值的事件的多选择并发安排。