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Related Concept Videos

Modeling in Therapy01:26

Modeling in Therapy

Modeling, a key technique in therapy, uses observational learning to help clients acquire and practice new skills by watching therapists demonstrate desired behaviors. This approach, rooted in Albert Bandura's concept of vicarious learning, plays a significant role in therapeutic interventions for various psychological conditions, including social anxiety, ADHD, and depression.
Participant Modeling
Participant modeling involves therapists demonstrating calm and effective behaviors in situations...

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Related Experiment Video

Updated: May 22, 2026

Marble Burying and Nestlet Shredding as Tests of Repetitive, Compulsive-like Behaviors in Mice
06:50

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Published on: December 24, 2013

Animal models relevant to digital technology-based disorders.

Shu K E Tam1,2, Benjamin Becker3,4

  • 11Duke Kunshan University-The First People's Hospital of Kunshan Joint Brain Sciences Laboratory, Kunshan, Jiangsu, People's Republic of China.

Journal of Behavioral Addictions
|May 20, 2026
PubMed
Summary
This summary is machine-generated.

Researchers propose enhancing a rat touchscreen model for gaming disorder by using non-food rewards. This aims to better understand behavioral persistence in digital addiction without confounding food reinforcement.

Keywords:
digital devicesgaming disorderinstrumental conditioninglightmicerats

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Area of Science:

  • Behavioral neuroscience
  • Addiction research
  • Animal modeling

Background:

  • Established animal models exist for substance and gambling disorders.
  • No current animal models effectively capture digital technology-based disorders like Internet gaming disorder.
  • Casile et al. (2025) developed a rat touchscreen paradigm for gaming disorder phenotypes, but used food reinforcers, limiting translational relevance.

Purpose of the Study:

  • To propose an enhancement of the Casile et al. touchscreen paradigm for modeling Internet gaming disorder.
  • To investigate the role of non-food reinforcers in shaping behavioral persistence relevant to digital addiction.
  • To differentiate intrinsic touchscreen interaction effects from hedonic food reinforcement.

Main Methods:

  • Integrating the Casile et al. touchscreen paradigm with non-food operant conditioning (e.g., light self-administration).
  • Conducting cross-species comparisons (rats and mice) to identify species-specific versus generalizable behavioral mechanisms.
  • Analyzing behavioral persistence and habituation patterns.

Main Results:

  • The proposed integration allows dissociation of sensory feedback from food reinforcement.
  • Cross-species comparisons are crucial for distinguishing generalizable behavioral mechanisms.
  • The model provides a simplified framework to study non-food, non-drug reinforcement contingencies.

Conclusions:

  • Modifying existing animal models with non-food reinforcers can improve their relevance for studying digital technology-based disorders.
  • Animal models, while limited, offer valuable insights into the behavioral mechanisms underlying addiction.
  • This approach facilitates research into behavioral persistence shaped by digital interaction without confounding factors.