ABA Fundamentals

A delay discounting task produces a greater likelihood of waiting than a deferred gratification task.

Young et al. (2015) · Journal of the experimental analysis of behavior 2015
★ The Verdict

Taking away the chance to quit mid-delay makes people stick with the larger-later reward.

✓ Read this if BCBAs teaching waiting skills to older kids or adults in clinic or classroom settings.
✗ Skip if Clinicians working on impulsivity tied to tangible escape rather than delay.

01Research in Context

01

What this study did

Austin et al. (2015) compared two waiting games. In one game you could quit halfway and take a smaller prize. In the other game you had to wait the full delay or get nothing.

They asked which setup makes people wait longer for the bigger reward.

02

What they found

People waited more often when there was no mid-way quit button.

They also cared less when the payoff amounts changed, showing the task itself reduced temptation.

03

How this fits with other research

García‐Leal et al. (2019) and Fortes et al. (2015) added extra work during the wait. Their pigeons and humans waited longer when each second cost more pecks or clicks. These studies extend the 2015 finding: both removing the quit option and adding effort make self-control easier.

McGeown et al. (2013) looks like a contradiction at first. They removed discounting by keeping reward rate the same across choices. But they held payoff timing constant, while E et al. held the response option constant. The two papers show different levers—timing versus choice—can each flatten the delay curve.

Ainslie et al. (2003) bundled three tiny rewards in a row. Rats waited longer for the big pile, just as humans did when the quit key vanished. Both tricks shrink the urge to grab the small-sooner prize.

04

Why it matters

If your client bolts from tasks that take time—long math sheets, toilet training, job routines—remove the early-exit option first. Lock the material in a clear bin, set a visual timer, or use a task card that can’t be put away until the bell. One small procedural tweak can buy you extra minutes of on-task behavior without extra tokens or praise.

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→ Action — try this Monday

Cover the ‘stop’ icon on your computer task and require the client to wait the full 2 min before the bigger reinforcer appears.

02At a glance

Intervention
not applicable
Design
other
Population
not specified
Finding
positive

03Original abstract

A first-person-shooter video game was adapted for the study of choice between smaller sooner and larger later outcomes to compare the behavioral patterns produced by deferred gratification (DG) and delay discounting (DD) tasks. Participants played a game in which they could either fire their weapon sooner and do a small amount of damage or wait a few seconds to fire their weapon and do a larger amount of damage. For the DD task, a failure to fire within one second committed the player to waiting for the larger later outcome thus removing the opportunity to defect during the delay that is present in the DG task. The incentive structure changed multiple times during game play so that at times the optimal decision was to choose the smaller sooner outcome whereas at other times the optimal decision was to wait for the larger later outcome. Players assigned to the DD task showed a greater tendency to wait and lower sensitivity to the changing incentives.

Journal of the experimental analysis of behavior, 2015 · doi:10.1002/jeab.119