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Updated: Jan 27, 2026

Stereoacuity Improvement using Random-Dot Video Games
Published on: January 14, 2020
Experimental evaluation of matching via a commercially available basketball video game
Merritt J Schenk1, Derek D Reed1
1University of Kansas.
Abstract:
Many recent nonlaboratory-based quantitative analyses of behavior have relied on archival competitive sporting data. However, the ratio-based reinforcement schedules in most athletic competitions and the correlational nature of archival data analyses raise concern over the contributions of such findings to the behavior analytic literature. The current experiment evaluated whether matching in a human operant paradigm would approximate matching observed in nonlaboratory-based sports data. To this end, we used in-game attributes to parametrically manipulate 2- and 3-point shooting in a commercially available basketball video game. The behavior of 6 of 9 participants conformed to the generalized matching equation. These results suggest matching in sporting contexts may be a product of restricted nonindependent concurrent random-ratio schedules. Implications of this experiment, including those in applied behavior analysis and potential influence on gamification, are discussed.
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