The good behavior game: 1969-2002.
The Good Behavior Game keeps proving itself as the fastest whole-class tool for calm.
01Research in Context
What this study did
Douma et al. (2006) looked back at every Good Behavior Game paper from 1969 to 2002.
They told the story of how teachers used teams, points, and small prizes to cut disruption.
The review covered kids of all ages, with and without labels, in regular and special classes.
What they found
Across 33 years the same simple rules kept working.
Classes split into two teams, watched each other, and lost points for breaking posted rules.
After a few weeks most rooms needed only the game to stay calm.
How this fits with other research
Gulboy et al. (2025) extends the story. They ran an ABAB study in an inclusive middle-school room and still saw big drops for both general-ed and special-ed students.
Hursh et al. (1974) is a direct predecessor. That team showed that rules plus group points beat rules alone, setting the stage for the full Good Behavior Game package.
Vargo et al. (2019) looks like a contradiction at first. They let kids pick their contingency and most chose independent points over team play. Yet disruption still fell, showing the peer piece is helpful, not magic.
Why it matters
You do not need extra staff or tech. Pick two balanced teams, post three clear rules, and award points every 15 minutes. Swap prizes for simple privileges like extra computer time. The 50-year track record says it will still work on Monday.
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02At a glance
03Original 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.
Behavior modification, 2006 · doi:10.1177/0145445503261165