Skip to main content
. Author manuscript; available in PMC: 2017 Nov 1.
Published in final edited form as: J Am Acad Child Adolesc Psychiatry. 2016 Sep 8;55(11):962–971.e3. doi: 10.1016/j.jaac.2016.07.778

Figure 1.

Figure 1

The virtual reality (VR) environment. Note: (A) Schematic of the virtual maze depicting the events modeled: searching, reward anticipation, and reward feedback, reward and no-reward; (B) naturalistic spatial cues in the VR maze; (C) participants’ view of the maze, and (D) the baited area at the end of an arm, with “$” indicating reward receipt.