Astur Robert S, Palmisano Alexandra N, Carew Andrew W, Deaton Bonnie E, Kuhney Franchesca S, Niezrecki Rachel N, Hudd Ellie C, Mendicino Kelly L, Ritter Christopher J
Department of Psychology, University of Connecticut, United States.
Department of Psychology, University of Connecticut, United States.
Behav Brain Res. 2016 Jan 15;297:15-9. doi: 10.1016/j.bbr.2015.09.042. Epub 2015 Oct 9.
The goal of this experiment was to examine whether a conditioned place preference could be established in humans using a secondary reinforcer that provided little obvious reward to the participants. Two experiments were conducted to answer this question. In Experiment 1, 244 undergraduates were placed into a VR environment consisting of two visually distinct rooms connected by a door. Throughout the experiment, one room was randomly paired with occasional point rewards while the other unique room was never paired with rewards. Participants received thee pairings in each room. After a short break, a test session was administered, and participants were given free access to the entire VR environment and no point rewards were administered. On the test day, we observe that participants displayed a significant CPP for the room paired with points, as evidenced by significant differences in rating each of the rooms in terms of enjoyment. In Experiment 2, 77 undergraduates were tested using a biased conditioning approach in which an initial test session was conducted to obtain the participant's preferred room bias, and then the least-preferred room was designated as the points reward room for each participant. Using this biased conditioning approach, participants spent a significantly greater amount of time in the points-paired room. In this case, participants showed preferences based on explicit and implicit measures. These results suggest new approaches to examine the role of secondary reinforcers in nontraditional addictions such as internet, gaming, and gambling dependencies.
本实验的目的是研究是否可以使用对参与者几乎没有明显奖励的二级强化物在人类中建立条件性位置偏好。为此进行了两项实验。在实验1中,244名本科生被置于一个虚拟现实(VR)环境中,该环境由两个通过一扇门相连的视觉上不同的房间组成。在整个实验过程中,一个房间被随机与偶尔的点数奖励配对,而另一个独特的房间从未与奖励配对。参与者在每个房间接受三次配对。短暂休息后,进行测试环节,参与者可以自由进入整个VR环境,且不再给予点数奖励。在测试当天,我们观察到参与者对与点数配对的房间表现出显著的条件性位置偏好,这体现在对每个房间的喜爱程度评分上存在显著差异。在实验2中,77名本科生采用偏向性条件作用方法进行测试,即先进行一次初始测试环节以获取参与者的首选房间偏向,然后将每个参与者最不喜欢的房间指定为点数奖励房间。使用这种偏向性条件作用方法,参与者在与点数配对的房间里花费的时间显著更长。在这种情况下,参与者基于显性和隐性测量都表现出了偏好。这些结果为研究二级强化物在网络、游戏和赌博成瘾等非传统成瘾中的作用提供了新方法。