Video game engines as the new “virtual” Skinner box

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Authors: Michael E. Young, Patrick M. Hancock, Lucas Watson, Brian C. Howatt, Robert Southern, Karissa Payne
Cited by: 2
References: 87

Abstract

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.

Fields of Study & Subjects

Behavioral and Psychological Studies Cognitive Abilities and Testing Bullying Victimization and Aggression

Publication details

Journal / source
Journal of the Experimental Analysis of Behavior
Publisher
Wiley
Volume
125
Issue
1
Pages
e70081–e70081
Publication date
1 January 2026
Language
EN