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Operant conditioning chamber
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== Commercial applications == [[Slot machine]]s, [[Massively multiplayer online game|online games]], and dating apps are examples where sophisticated operant schedules of reinforcement are used to reinforce certain behaviors.<ref>{{Cite news|author=Hopson, J.|date=April 2001|title=Behavioral game design|journal=Gamasutra|url=https://www.gamedeveloper.com/design/behavioral-game-design|access-date=April 27, 2019}}</ref><ref>{{Cite book|title=Psychology: A modular approach to mind and behavior| vauthors = Coon D |year=2005|publisher=Thomson Wadsworth|isbn=0-534-60593-1|pages=278β279|url=https://books.google.com/books?id=018X76Gn_T0C&pg=PA278}}</ref><ref>{{Cite web |date=2016-10-07 |title=The science behind those apps you can't stop using |url=https://www.afr.com/technology/the-science--and-scientists--behind-the-most-addictive-apps-20161004-grufnk |access-date=2024-01-23 |website=Australian Financial Review |language=en}}</ref><ref>{{Cite news |title=The scientists who make apps addictive |url=https://www.economist.com/1843/2016/10/20/the-scientists-who-make-apps-addictive |access-date=2024-01-23 |newspaper=The Economist |issn=0013-0613}}</ref> [[Gamification]], the technique of using game design elements in non-game contexts, has also been described as using operant conditioning and other behaviorist techniques to encourage desired user behaviors.<ref>{{cite web |title=Slot machines perfected addictive gaming. Now, tech wants their tricks | vauthors = Thompson A |date=May 6, 2015 |website=[[The Verge]] |url=https://www.theverge.com/2015/5/6/8544303/casino-slot-machine-gambling-addiction-psychology-mobile-games}}</ref>
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