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Operant conditioning
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===Video games=== {{Main|Compulsion loop}} The majority{{citation needed|date=September 2018}} of [[video games]] are designed around a [[compulsion loop]], adding a type of positive reinforcement through a variable rate schedule to keep the player playing. This can lead to the pathology of [[video game addiction]].<ref>John Hopson: [https://www.gamedeveloper.com/design/behavioral-game-design Behavioral Game Design], [[Gamasutra]], 27 April 2001</ref> {{Main|Loot box}} As part of a trend in the [[video game monetization|monetization of video games]] during the 2010s, some games offered [[loot box]]es as rewards or as items purchasable by real world funds. Boxes contains a random selection of in-game items. The practice has been tied to the same methods that slot machines and other gambling devices dole out rewards, as it follows a variable rate schedule. While the general perception that loot boxes are a form of gambling, the practice is only classified as such in a few countries. However, methods to use those items as [[virtual currency]] for [[online gambling]] or trading for real world money has created a [[skin gambling]] market that is under legal evaluation.<ref name="eg pegi">{{cite web | url = http://www.eurogamer.net/articles/2017-10-11-are-loot-boxes-gambling | title = Are loot boxes gambling? | first = Vic | last = Hood | date = 12 October 2017 | access-date = 12 October 2017 | work = [[Eurogamer]] }}</ref>
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