OPERANT CONDITIONING
Operant conditioning is used in human’s behaviours modification. Operant condition involves the reinforcement of required behaviours and the ignorance and punishments done to undesirable behaviours. Similar to classical conditioning, operant conditioning can be applied in animal training. Moreover, this type of conditioning is applicable in the design of video games and gambling devices. There are three types of operant conditioning and they are positive reinforcement, negative reinforcement and punishment.
POSITIVE REINFORCEMENT
Positive reinforcement is used to increase and promote the execution likelihood of a desired behaviour. It is being applied to enhance and increase the repetition of behaviour by reinforcing the behaviour with rewards or even free gifts.
Example: McDonald's Offer on LINE
Source: Screenshot from LINE mobile app
Explanation: The 'Buy ONE get one FREE' offer is a type of positive reinforcement since it enhances the repetition of a behaviour.
Positive reinforcement is used to increase and promote the execution likelihood of a desired behaviour. It is being applied to enhance and increase the repetition of behaviour by reinforcing the behaviour with rewards or even free gifts.
Example: McDonald's Offer on LINE
Source: Screenshot from LINE mobile app
Explanation: The 'Buy ONE get one FREE' offer is a type of positive reinforcement since it enhances the repetition of a behaviour.
NEGATIVE REINFORCEMENT
Negative reinforcement enhances a particular behaviour by associate that behaviour with the removal of a negative condition. This reinforcement is trying to cause an action to be executed in order to get away from a negative or annoying situation.
Example: Candy Crush Saga
Source:
Screenshot from Candy Crush Saga mobile app
Explanation:
When a Candy Crush user runs out of lives to continue the game, the user will have to wait for a period of time for the lives to be renewed or formed. This negative condition; the wait for the formation of new lives, can be removed if the user chooses the option to request for lives from other Candy Crush users. The wait for the formation of new lives is the negative aspect of this reinforcement which caused the desired behaviour from its users. The desired behaviour is for the user to make request and also to promote its application on Facebook.
Negative reinforcement enhances a particular behaviour by associate that behaviour with the removal of a negative condition. This reinforcement is trying to cause an action to be executed in order to get away from a negative or annoying situation.
Example: Candy Crush Saga
Source:
Screenshot from Candy Crush Saga mobile app
Explanation:
When a Candy Crush user runs out of lives to continue the game, the user will have to wait for a period of time for the lives to be renewed or formed. This negative condition; the wait for the formation of new lives, can be removed if the user chooses the option to request for lives from other Candy Crush users. The wait for the formation of new lives is the negative aspect of this reinforcement which caused the desired behaviour from its users. The desired behaviour is for the user to make request and also to promote its application on Facebook.
PUNISHMENT
Punishment is used to eliminate or decreases the probability of an undesired behaviour by giving a negative consequences for that particular undesired behaviour.
Example: Boobblegum game rules
Source: Screenshot of My Boo game application
Explanation: When the bubbles hit the bee, they will break and you will not gain scores.
Punishment is used to eliminate or decreases the probability of an undesired behaviour by giving a negative consequences for that particular undesired behaviour.
Example: Boobblegum game rules
Source: Screenshot of My Boo game application
Explanation: When the bubbles hit the bee, they will break and you will not gain scores.