title: The good behavior game: 1969-2002.
abstract: The Good Behavior Game (GBG), a type of interdependent group-oriented contingency management procedure, was first introduced in 1969 and has been used with overwhelming success in classrooms and other settings. Since its inception, the "game" has utilized team competition and peer influence combined with reinforcement procedures. It has been found to be popular, easy-to-use, time-efficient, and widely applicable and versatile. This review describes the game and its numerous variations and adaptations, as well as empirical findings specific to the variety of target behaviors and participants to which it has been applied. In addition, different types of reinforcers used, information on consumer acceptance, and issues related to implementation are considered.
authors.affiliation: Department of Pyschology, University of Southern Mississippi, MS 39406-5025, USA.
authors.forename: Daniel H
authors.initials: DH
authors.lastname: Tingstrom
authors.forename: Heather E
authors.initials: HE
authors.lastname: Sterling-Turner
authors.forename: Susan M
authors.initials: SM
authors.lastname: Wilczynski
mesh_terms: D000293:Adolescent; D001521:Behavior Therapy / Q000379:methods*; D002648:Child; D002653:Child Behavior Disorders / Q000523:psychology / Q000628:therapy*; D002675:Child, Preschool; D006801:Humans; D007859:Learning Disabilities / Q000523:psychology / Q000628:therapy*; D009042:Motivation; D010379:Peer Group; D014040:Token Economy; D016896:Treatment Outcome