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  2. Reward system - Wikipedia

    en.wikipedia.org/wiki/Reward_system

    The reward system (the mesocorticolimbic circuit) is a group of neural structures responsible for incentive salience (i.e., "wanting"; desire or craving for a reward and motivation), associative learning (primarily positive reinforcement and classical conditioning), and positively-valenced emotions, particularly ones involving pleasure as a core component (e.g., joy, euphoria and ecstasy).

  3. Reinforcement sensitivity theory - Wikipedia

    en.wikipedia.org/wiki/Reinforcement_sensitivity...

    Reinforcement sensitivity theory (RST) proposes three brain-behavioral systems that underlie individual differences in sensitivity to reward, punishment, and motivation. While not originally defined as a theory of personality , the RST has been used to study and predict anxiety , impulsivity , and extraversion . [ 1 ]

  4. Brain stimulation reward - Wikipedia

    en.wikipedia.org/wiki/Brain_stimulation_reward

    Investigation of the brain reward circuitry reveals that it consists of a distributed, multi-synaptic circuit that determines both BSR and natural reward function. [1] The natural drives that motivate and shape behavior reach the reward circuitry trans-synaptically through the peripheral senses of sight, sound, taste, smell, or touch.

  5. Reward dependence - Wikipedia

    en.wikipedia.org/wiki/Reward_dependence

    Reward dependence drives behavior maintenance systems, and in addictive behaviors, maintenance of behaviors occurs despite adverse consequences. The brain on substance dependence. According to researchers the reward circuit is continuously involved in initiating behaviors that are essential for the sustenance of the individual (such as eating ...

  6. Operant conditioning - Wikipedia

    en.wikipedia.org/wiki/Operant_conditioning

    Operant conditioning, also called instrumental conditioning, is a learning process where voluntary behaviors are modified by association with the addition (or removal) of reward or aversive stimuli. The frequency or duration of the behavior may increase through reinforcement or decrease through punishment or extinction.

  7. Behavior management - Wikipedia

    en.wikipedia.org/wiki/Behavior_management

    These may be delivered in a token economy or a level system. [9] In general, the reward component is considered effective. For example, Cotton (1988) reviewed 37 studies on tokens, praise, and other reward systems and found them to be effective in managing student classroom behavior. [10]

  8. Reinforcement - Wikipedia

    en.wikipedia.org/wiki/Reinforcement

    [17] A behavioral trap requires only a simple response to enter the trap, yet once entered, the trap cannot be resisted in creating general behavior change. It is the use of a behavioral trap that increases a person's repertoire, by exposing them to the naturally occurring reinforcement of that behavior. Behavioral traps have four characteristics:

  9. Good Behavior Game - Wikipedia

    en.wikipedia.org/wiki/Good_Behavior_Game

    During the meeting, the researchers defined disruptive behavior, explained the recording system, and reviewed the procedures of the Good Behavior Game. After baseline data was collected, the teachers divided the students into two teams, discussed the rules of the game, and outlined the contingencies.