Vicarious reinforcement: the experience of seeing others being rewarded for
their gambling through pleasure, enjoyment and money. This doesn’t have to
be direct observation of other people’s behaviour – newspapers, magazines
and media report positively on big lottery winners or broadcast the glamour
and excitement of horse racing for example. This may be enough to trigger a
desire for the same reinforcement in someone who hasn’t gambled before.
Direct positive and negative reinforcement: once a person starts to gamble,
there are 2 sources of direct positive reinforcement. Winning money and the
buzz that accompanies a gamble is reinforced because its exciting. NR -
Gambling can also be an escape, offering a distraction from aversive stimuli
such as anxieties of everyday life.
Partial reinforcement: is when a behaviour is reinforce only some of the time
it occurs. Skinner’s research w rats demonstrated that a continuous
reinforcement schedule, which rewards every correct response from the
animal, doesn’t lead to the most persistent behaviour. Under this schedule,
once the rewards stop, the targeted behaviour quickly disappears (extinction).
A partial reinforcement schedule however, does create persistent behaviour
that is seen in gambling. Only some bets are rewarded so there is an
unpredictability about which gambles will pay off. This is enough to maintain
gambling even when most gambles aren’t rewarded.
Variable reinforcement = behaviour is reinforced after an unpredictable period
of time or no of responses. with this schedule, behaviour is reinforced
intermittently. This produces the most persistent learning, a reward is given