Positive punishment
An added event decreases a response
In a computer-game learning example, pressing an inactive shortcut key produces a brief buzz that was not previously present. Across comparable rounds with this contingency, shortcut-key presses decrease.
Relevant facts
- The buzz is added after the key press.
- Later key pressing decreases.
The described pattern supports positive punishment of that key press.
Key press → buzz added → future presses decrease
The buzz is added after the response, and shortcut-key presses decrease across comparable rounds. This identifies positive punishment in the game example.