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. Author manuscript; available in PMC: 2017 Nov 21.
Published in final edited form as: Am J Primatol. 2016 Jul 12;78(12):1250–1264. doi: 10.1002/ajp.22579

Table 1.

A brief literature review of studies relevant to the use of videogame tasks in monkey enrichment.

Authors Year Species Age
Description
N Manipulation Summary of Findings
Washburn D.A., Hopkins W.D., and Rumbaugh D.M. 1991 Rhesus macaque (Macaca mulatta) 7 years 2(m) Various manipulations allowing choice of videogame task vs assigned videogame task. Increased response time, Increased response latency, and decreased % correct when task assigned.
Washburn D.A. & Rumbaugh D.M. 1992a Rhesus macaque (Macaca mulatta) 3–9 years 10(9 m, 1 f) (1) 2-week intervals with and without continuous access (2) Access to chow following testing vs chow continuously available. (3) Two conditions, both allow for choice of videogame task. One condition allowed the option to receive 1 pellet every 12 seconds for 1 minute; The other condition allowed the option to receive 1 pellet every 12 seconds for 30 minutes. (1) 40% of day spent on task-related activities as compared to 20% when only provided with standard enrichment. Decreased stereotypical behavior during continuous access period (2) Reduced number of trials when chow available; Large amounts of play (280 trials/day) still observed despite availability of chow. (3) In the first condition the free pellet option was reliably preferred. In the second condition the free pellet option was significantly avoided.
Washburn D.A. & Rumbaugh D.M. 1992b Rhesus macaque (Macaca mulatta) 3–9 years 10(9 m, 1 f) Various manipulations of system parameters (i.e. monitor type, joystick size, etc. Minimal to no decline in performance or productivity due to any manipulation of system parameters.
Andrews, M. W. & Rosenblum, L. A. 1993 Bonnet macaque (Macaca radiata) Adult Male 5(m) No reward vs 10-sec conspecific video reward vs 196mg food pellet reward No difference between pellet-reward weeks and live-video-reward weeks. No reward resulted in significantly less play.
Andrews, M. W. 1993 Squirrel monkey (Saimiri sciureus) 5.5 years 1(m) N/a, case study examining feasibility of joystick videogame use by a squirrel monkey. The squirrel monkey successful learned to operate the joystick apparatus and was able to complete tasks with both fixed and moving target stimuli.
Washburn D.A. & Hopkins W.D. 1994 Rhesus macaque (Macaca mulatta) 7 years 2(m) (1) No reward vs 97mg food pellet reward vs 30-sec conspecific video reward. (2) Pellets alone vs pellets+video reward. (3) Choice between free video and 3 tasks. (1) Significantly more trials performed for pellets than for videotape, significantly more trials performed for video tape than for no reward. (2) No difference between conditions. (3) Free video was selected significantly less frequently than all joystick tasks.
Andrews, M. W. & Rosenblum, L. A. 1994b Bonnet macaque (Macaca radiata) Adult Male 5(m) Restricted access duration across different times of the day vs unrestricted access. Significantly different levels of engagement depending on time of day. Joystick play peaked in late-mid afternoon regardless of whether or not access was restricted.
Andrews, M. W. 1994 Bonnet macaque (Macaca radiata) 3.5–7.5 months 1(m) N/a, case study examining joystick task acquisition in an infant monkey. Infant monkey exposed to incremental training on a joystick apparatus at 3.5 months age acquired the ability to maintain contact with a small moving target by 7.5 months age.
Washburn, D. A., Harper, S., & Rumbaugh, D. M 1994 Rhesus macaque (Macaca mulatta) 10 years 2(m) Pair housing vs single housing. Pair housing did not alter levels of videogame productivity or performance.
Leighty, K.A. & Fragaszy, D.M. 2003 Tufted capuchin (Cebus apella) 5–7 years 4(m) Examination of joystick task acquisition with inverted vs isomorphic cursor movement. All 4 capuchins acquired the task. Inversion of joystick controls did not affect the overall rate of acquisition.
Spinelli, S., Pennanen, L., Dettling, A. C., Feldon, J., Higgins, G. A., & Pryce, P. R. 2003 Common Marmoset (Callithrix jacchus) 2–12 years 14(8 m, 6 f) N/a, validation of marmoset acquisition of a number of touchscreen tasks. Subsets of the entire sample were allocated to, and successfully trained in, a variety of working memory and motivation related tasks.
Mandell, D. J. & Sackett, G. P. 2008 Pigtail macaque (Macaca nemestrina) 3–7 months 18(13 m, 5 f), 7(5 m, 2 f) Testing touchscreen task acquisition between two groups of infant monkeys, one 90-days of age, the other 180-days. 23 animals successfully completed training, both groups learned to touch a stimulus on 90% of trials after approximately 24 days of training.
Fagot, J. & Paleressompoulle, D. 2009 Guinea baboon (Papio papio) 22 years 9(6 m, 3 f) N/a, Case study examining videogame play in social groups. Motor, perceptual, and cognitive performance measures were obtained across all animals despite group housing and established dominance hierarchies.
Fagot, J. & Bonté, E. 2010 Guinea baboon (Papio papio) 0.3 – 32.2 years 26(9 m, 17 f) (1) Descriptive examination of use in a large social group. (2) The influence of the videogame system on troop activity budget. (1) One million interactions with the interface across 85 days. 75% of the group learned to interact with the touch screen. Younger animals tended to interact the most. (2) Presence of the test system did not change the nature of social interactions or promote social conflicts.
Gazes, P. R., Brown E. K., Basile, B. M., & Hampton, R, R. 2013 Rhesus macaque (Macaca mulatta) 4 – 8 years 24(m) Performance comparison between laboratory and semi-free ranging monkeys. No significant difference between housing settings in the number of errors to reach criteria, the effect of difficulty level, or learning rate across psychophysical, classification, transitive inference, and memory tasks.
Fagot, J., Gullstrand, J., Kemp, C., Defilles, C., & Mekaouche, M. 2014 Guinea baboon (Papio papio) 2.1 – 27.5 years 9(m) Manipulated access to videogame systems and measured impact on cortisol and activity budget. Cortisol significantly decreased with videogame access. Subtle effects on behavior; significantly decreased resting, increased locomotive and social behavior, and some evidence for decreased stereotypy with videogame access.
Calapai, A., Berger, M., Niessing, M., Heisig, K., Brockhausen, R., Treue, S., & Gail, A. 2016 Rhesus macaque (Macaca mulatta) 4 – 12 years 11(m) N/a, primarily a descriptive methods paper for home cage-based touchscreen training with a juice reward. Successful method of home cage-based training across multiple housing configurations. Demonstrates the use of a juice reward, which is more commonly used in behavioral neuroscience research.