強迫循環源自廿世紀中行為論上嘅研究[4]。廿世紀中,以伯赫斯·費德歷·斯金納(B. F. Skinner)為首嘅行為論者將各種動物,包括大鼠同白鴿等,擺喺斯金納箱入面做研究,剖析強化(例如餵嘢食)同懲罰(例如搵電電隻受試動物),以及呢啲嘢出現嘅頻率同量會點樣影響一隻動物打後嘅行為;佢哋由佢哋嘅研究結果當中提出咗一大柞描述動物嘅學習過程嘅理論同概念,為心理學等嘅領域作出咗重大貢獻[1]。
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King, D., Delfabbro, P., & Griffiths, M. (2010). Video game structural characteristics: A new psychological taxonomy. International journal of mental health and addiction, 8(1), 90-106. p. 12.
King, D., Delfabbro, P., & Griffiths, M. (2010). Video game structural characteristics: A new psychological taxonomy. International journal of mental health and addiction, 8(1), 90-106.
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