Adults' responses to self-injurious behavior. An experimental analysis using a computer-simulation paradigm.
A one-sentence rule on paper overrides real-life payoffs—give staff clear, updated scripts for self-injury moments.
01Research in Context
What this study did
Researchers built a computer game for staff. The screen showed an adult with severe ID hitting herself.
Participants chose to give attention, escape, or ignore. Each choice changed future self-injury.
The game secretly switched the rules. Staff had to learn the new payoff by trial and error.
What they found
Written rules beat real payoffs. Staff kept following the first rule even when it stopped working.
A small amount of aversive noise also shaped where staff looked. Rules plus mild punishment locked in the first habit.
How this fits with other research
Lord et al. (1986) showed the same lock-in with college students pressing keys for money. Rules froze choices even when the payoff table flipped.
Nergaard et al. (2021) added a twist: a history of reward for rule-following makes adults stick longer. Together the three studies say, "Once a rule is in, contingencies fight an uphill battle."
Robertson et al. (2013) looks like a clash but isn’t. They found that a tiny response-cost fine kept adults obeying wrong instructions. P et al. used mild noise the same way—small aversive events glue faulty rules in place.
Why it matters
Your training handout is stronger than the natural result. Write the exact step you want staff to do when self-injury happens. State the payoff: "Stay silent for 30 s, attention returns only when hands are down." Rehearse the rule until it is automatic. Check it each month; if the contingency drifts, rewrite the rule before the drift becomes habit.
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02At a glance
03Original abstract
The behavior of staff who care for people with mental retardation has been identified as a significant factor in the development and maintenance of challenging behaviors. In a recent analysis, Hastings and Remington (1994a) suggested that both environmental contingencies and rules from other people may affect staff actions. The present study tested this analysis by asking participants to respond to a computer simulation of a work situation involving the care of two individuals who engaged in self-injurious behavior. Fifty participants "interacted" with an attention-seeker and a social-avoider on a simulated teaching task. Results showed that rules were the main factor governing performance. The aversive nature of the contingencies between the self-injury and participants' "attending" behavior also appeared to be influential. The implications of these results for work with care staff, the analysis of challenging behaviors, and experimental research on rule-governed behavior are discussed.
Behavior modification, 1995 · doi:10.1177/01454455950194002