Applied · Reinforcement systems
The Token Economy: Definition, History, Components, Evidence, and How to Build One
Poker chips for chimpanzees, points on a hospital ward, stickers on a refrigerator, miles on an airline card: the token economy is the most widely used reinforcement system there is, and one of the best studied. Here is how it works, what six decades of evidence show, and why the hard part is the day the tokens stop.
Definition
A token economy is a reinforcement system in which tokens — points, chips, stars, check marks — are delivered immediately after specified target behaviors and later exchanged for backup reinforcers the earner actually wants: privileges, activities, goods, time. The token has no value of its own. It works because it has been paired with many different reinforcers, which makes it a generalized conditioned reinforcer, the same class of stimulus as money.[1][2]
The name became standard with Ayllon and Azrin's 1968 book, but any system that pays in a currency redeemable for something else — wages, loyalty points, a sticker chart — has the same structure.[1]
In brief
- A token economy delivers tokens contingent on target behaviors and lets the earner exchange them later for backup reinforcers. The token is a generalized conditioned reinforcer, which is what money is.
- Every token economy has the same parts — target behaviors, tokens, backup reinforcers, an exchange rate, a schedule of exchange, and optionally fines — and most failures trace to one of them.
- The evidence that token economies change behavior while they run is strong across wards, group homes, classrooms, and addiction treatment. The evidence that gains survive the program is weak unless the fade is planned from the start.
How a token economy works
Reinforcement works best when the consequence arrives within seconds, and most consequences people care about — a day pass off a ward, a paycheck — cannot be delivered that fast. A token solves the timing problem. It can be handed over the instant the behavior occurs, and it carries the value of whatever it will later buy, the way a clicker bridges the gap between a dog's sit and the treat.[1]
What gives a token its value is its history. A poker chip is nothing to a chimpanzee until it has gone into a vending machine and produced a grape. Paired with one backup reinforcer, the token becomes a conditioned reinforcer; paired with many, it becomes a generalized conditioned reinforcer, and that is what makes a token economy work. A single reinforcer satiates; a token that buys candy, or free time, or a phone call home, is worth something in almost any state the person is in. Skinner made the same point about money.[2] Primary and secondary reinforcers ›
Behavior analysts describe a token economy as three interlocking schedules of reinforcement.[3] The token-production schedule says how much behavior earns a token: one point per completed problem. The exchange-production schedule says when exchange becomes available: at the end of the lesson, after twenty tokens. The token-exchange schedule is the price list.
Procedure and process
A token economy is a procedure: rules about what earns tokens and what tokens buy. Whether reinforcement, the process, has occurred is a question about behavior. If the target behaviors do not increase, the tokens are not functioning as reinforcers, however carefully the chart was designed — usually because the backup reinforcers were chosen by the staff rather than by the earners.[1]
The components of a token economy
Every token economy has the same parts. Ivy and colleagues found that many published programs leave one or more unspecified — most often the schedules of token production and exchange, and how backup reinforcers were identified — which makes them hard to replicate.[4]
| Component | What it specifies | Classroom | Home sticker chart |
|---|---|---|---|
| Target behaviors | Countable behaviors that earn tokens | "Starts work within one minute of the bell"; "hand raised before speaking" | "Teeth brushed before 7:30"; "shoes by the door" |
| Tokens | The currency: instant to deliver, hard to counterfeit, visible to the earner | Points on a card; plastic chips; a stamp | Stickers; marbles in a jar |
| Backup reinforcers | What tokens buy; a menu drawn from what the earner chooses when free | Free-choice time; computer time; a homework pass; lunch with the teacher | Choosing dinner; ten extra minutes before bed; a game with a parent |
| Token-production schedule | How much behavior earns one token | One point per completed problem; one chip per ten minutes on task | One sticker per completed routine |
| Exchange rate | The prices: how many tokens each backup reinforcer costs | 5 points for a homework pass; 30 for choosing the class music | 3 stickers for an extra story; 15 for a trip to the park |
| Schedule of exchange | When and how often tokens can be spent | End of each lesson at first, then end of day, then end of week | Same day at first, then twice a week |
| Response cost (fine) | Optional loss of tokens for specified behaviors | 2 points for leaving the seat without permission | Usually best omitted for young children |
The fine runs in the opposite direction. Removing tokens contingent on a behavior is negative punishment, which behavior analysts call response cost. Token loss reliably suppresses behavior in the laboratory,[3] and Achievement Place used fines throughout.[5] But a fine only works while the person has tokens to lose.
History: from poker chips to hospital wards
Chimpanzees and poker chips
The first token economies had no name and no human subjects. In the 1930s John Wolfe taught chimpanzees to insert poker chips into a vending machine, the "Chimp-o-mat," that delivered a grape per chip, and then to earn chips by lifting a weighted handle. The animals worked for chips much as for grapes, chose chips that bought two grapes over chips that bought one, ignored brass slugs that bought nothing, and kept working when the machine was unavailable, though less the longer the exchange was delayed.[6] John Cowles then showed that chips could teach as well as maintain: chimpanzees learned new discriminations when the only immediate consequence of a correct choice was a token to be spent later, and performed almost as well as for food itself.[7]
The ward at Anna State Hospital
Teodoro Ayllon and Nathan Azrin built the first systematic token economy for people in the early 1960s, on a ward of Anna State Hospital in Illinois whose patients were women, most hospitalized for years with diagnoses of schizophrenia. Patients earned tokens for self-care and ward jobs — serving meals, cleaning, laundry — and spent them on privacy, walks on the grounds, trips into town, time with staff, and commissary items.[8] Six experiments tested whether the tokens were doing the work. When the tokens were moved from the job each patient preferred to the one she had avoided, the patients moved with them; when tokens were handed out daily regardless of work, the ward's total labor fell from about 45 hours a day to about one, and recovered when the contingency was restored.[8] Their 1968 book laid out the method as rules, two of which every later program has had to relearn: let people sample a backup reinforcer before asking them to work for it, and reinforce only behaviors that will go on being reinforced once the program ends.[1]
Achievement Place and the social-learning program
In 1967 a house opened in Lawrence, Kansas, for boys the courts had labeled "pre-delinquent," run by a married couple as teaching-parents. Points were earned for chores, homework, punctuality, and appropriate speech; lost for aggressive statements, poor grammar, and lateness; and exchanged for the following week's privileges — allowance, snacks, television, permission to go downtown. Elery Phillips's 1968 report used reversal designs to show that each behavior rose or fell with the points attached to it.[5] The Teaching-Family Model that grew from it was replicated widely, and its follow-up evaluation, discussed below, is the clearest demonstration of the token economy's limits.
The most rigorous test remains Gordon Paul and Robert Lentz's multi-year comparison of three treatments for long-term psychiatric inpatients: a social-learning program built around a token economy and skills training, milieu therapy, and standard hospital care. The social-learning program produced the largest improvements in functioning and the most successful community discharges, at the lowest cost.[9] Classrooms adopted tokens almost as soon as the ward did; by 1972 the published programs spanned schools, wards, prisons, and homes.[10] Tokens and the Good Behavior Game in the classroom ›
What the evidence shows
The applied reviews
Kazdin and Bootzin's 1972 review, and Kazdin's follow-up a decade later, judged the effect of token economies while they were running to be well established across psychiatric wards, institutions for people with intellectual disabilities, delinquency programs, and classrooms. They also named the problems that have not gone away: behavior fell when tokens were withdrawn, did not transfer to settings without tokens, some individuals never responded, and staff often stopped delivering tokens consistently.[10][11] By 1982 the psychiatric programs were in decline, as deinstitutionalization emptied the wards and court rulings made meals, beds, and ground privileges rights rather than things to be earned.[11]
Two recent reviews of the classroom literature reach a mixed verdict. Maggin and colleagues applied the What Works Clearinghouse standards to studies with students with challenging behavior and found the effects generally positive but the studies too weak in design and reporting to qualify as evidence-based under those standards.[12] Soares and colleagues' meta-analysis of single-case classroom studies found positive effects in most cases, varying with the students and how the systems were built.[13] The gap in the record is not evidence that the programs failed; it is evidence that too many were never described well enough to be copied.[4]
The laboratory evidence
Timothy Hackenberg's reviews of token reinforcement in the laboratory — pigeons earning lights, rats earning marbles, chimpanzees earning chips — establish what a practitioner needs to know.[3][14] Tokens function as reinforcers: behavior that produces them increases, and behavior that costs them decreases. Their power depends on the exchange schedule: responding is weakest when exchange is far away and rises as it approaches, and tokens that cannot be exchanged lose their effect. Tokens also serve as discriminative stimuli marking distance from exchange, which is one reason a visible token board works where an invisible tally does not. And animals given the choice will often accumulate tokens before exchanging them, the laboratory version of saving.[3]
Where token economies are used
| Setting | Tokens | Target behaviors | Backup reinforcers |
|---|---|---|---|
| Classroom | Points, chips, marbles in a class jar | On task, hand raised, work completed, quiet transitions | Free time, privileges, small prizes, class rewards |
| Applied behavior analysis programs | A token board with five hook-and-loop tokens | Task completion, requesting, tolerating a demand | A preferred toy, activity, or break |
| Contingency management for substance use | Vouchers or prize draws | Drug-negative urine samples, attendance, medication taken | Goods and services bought with vouchers; prizes |
| Home | Stickers, marbles, points | Morning routine, chores, homework started | Same-day privileges, time with a parent, small purchases |
| Apps and loyalty programs | Points, miles, streaks, badges | Purchases, check-ins, logged workouts, daily use | Discounts, free flights, status, unlocked features |
The clinical case with the strongest trial evidence is contingency management: people in treatment for substance use earn vouchers or prize draws for drug-negative urine samples, with the value escalating across consecutive negatives and resetting after a positive — a token economy with a laboratory test as the target behavior. A meta-analysis of the controlled trials found moderate, reliable effects, strongest for stimulants and opioids, that shrink after the incentives end.[15] All applications, with the evidence rated ›
The last row is the one most people live in. A stamp card, an airline's miles, and a language app's streak all have the token economy's structure, and whether they change behavior depends on the same variables: whether the token arrives immediately, buys something the person wants, and can be spent soon enough to matter.[14] Sticker charts and token systems at home ›
How to set up a token economy
The steps follow Ayllon and Azrin's rules and the maintenance strategies Kazdin's reviews recommended.[1][10]
- Choose three to five target behaviors, stated as things to do. "Starts the worksheet within a minute," not "stays focused." Prefer behaviors the world will eventually reinforce on its own — Ayllon and Azrin's relevance-of-behavior rule — because those will survive the program.
- Pick a token you can deliver in a second. A chip, a tally, a sticker. For young children, keep the token tangible and the board in view.
- Build the menu from observation, not guesses. Watch what the person does when free to choose — the Premack principle in use — and let people sample items they have never had. Price it so a single good hour buys something, and refresh it, because backup reinforcers satiate.
- Deliver immediately, with specific praise every time. "You started on your own — one point." The praise inherits the token's power and keeps working when the tokens are gone.
- Exchange early and often at first. Same day, or same lesson for young children; laboratory tokens far from exchange are weak ones.[3] Lengthen the interval only after the behavior is steady.
- Use fines rarely, if at all. Start without them. If you add response cost, define the fined behaviors in advance, keep each fine small relative to a day's earnings, and never let a balance go below zero.
- Count before you start, review weekly, and plan the fade from day one. A baseline is the only way to know whether the tokens did anything. Then thin the token-production schedule, space the exchanges, raise prices, shift from tokens to praise to natural consequences, and hand the counting to the earner.
Common mistakes
- Tokens with no backup value. A chart with nothing to buy, or a menu of things the earner never chose, is a list of tallies; tokens that cannot be exchanged stop working.[3]
- Exchange delayed too long. A weekly prize for a six-year-old asks the child to work for something five days away, and behavior early in a long exchange cycle is the weakest in the system.[3]
- Fines that exceed earnings. A person at zero has nothing to work for and nothing to lose. When fines dominate, the token economy has become a punishment procedure with a bookkeeping layer, and the rational response is to stop participating.
- Never fading. If the system is identical in June and September, the behavior belongs to the system and disappears with the tokens.[10]
- Inconsistent delivery. Staff who stop handing out tokens are a failure mode Kazdin's reviews found repeatedly.[10][11] A system that depends on adults remembering needs prompts for the adults.
- Paying for behavior that was already happening for its own sake. Tokens are for building behavior that is not occurring; see the next section.
The intrinsic-motivation debate
The standing objection to any token system is that paying people for a behavior makes them stop doing it for its own sake. The evidence is a long-running dispute between two meta-analyses of largely the same experiments.
Deci, Koestner, and Ryan's analysis of 128 experiments found that expected, tangible rewards for an activity people already found interesting reduced their later free-choice engagement with it and their self-reported interest, most strongly when the reward was given merely for engaging in or completing the task. Verbal rewards — praise — increased intrinsic motivation, and unexpected rewards did not undermine it.[16] Cameron and Pierce, five years earlier, concluded that rewards do not, on the whole, reduce intrinsic motivation. The one reliable negative effect they found was the same one: expected tangible rewards for simply doing an interesting task, regardless of how well, reduced free-choice time afterward. Rewards tied to performance did not.[17]
Read side by side, the two agree on the boundary of the effect and disagree on how much it matters: on how large and general it is, which studies belong in the analysis, and which outcome measures count. For a token economy the practical conclusions follow from either reading. Use tokens for behavior that is not happening, not for activities the person already does for pleasure. Pay for quality or completion rather than mere engagement, pair every token with specific praise, and fade the tokens as the behavior meets the consequences the world already provides.
What the evidence does not show
It does not show that gains survive the program. This has been the weak point since the first review.[10][11] The clearest case is Achievement Place. When Teaching-Family group homes were compared with other community homes for juvenile offenders, the youths in Teaching-Family homes had fewer recorded offenses during treatment; in the year after they left, the difference was gone.[18] Contingency management shows the same shape: effects that shrink after the vouchers stop.[15] Behavior follows the contingencies in force; when the tokens end and nothing replaces them, the behavior is on extinction. Maintenance has to be engineered: by fading, by pairing tokens with praise, by training where the behavior must eventually occur, and by choosing target behaviors the natural environment will pay for.[1][10]
It does not show that tokens teach skills. Ayllon and Azrin subtitled their book "a motivational system," and that is what a token economy is. It increases behavior already in the repertoire; a student who cannot do the problems will not do them for points. Skills need shaping and instruction; the token economy pays for the practice.
It does not show large effects in ordinary classrooms. Most of the classroom evidence comes from single-case studies of students with challenging behavior, and the best of it is methodologically modest.[12][13] The strongest controlled trial concerns long-term psychiatric inpatients in a hospital system that no longer exists in that form.[9] And some people do not respond to any menu on offer; the reviews have said so from the beginning.[10] What the evidence does show is narrower and still useful: while a well-built token economy is running, target behaviors rise, and the components that make it work are the ones the chimpanzees demonstrated in 1936.
Key takeaways
- A token economy delivers tokens immediately after target behaviors and lets the earner exchange them later for backup reinforcers. The token works because it is a generalized conditioned reinforcer, like money.
- The components are target behaviors, tokens, backup reinforcers, an exchange rate, a schedule of exchange, and optionally response cost. Most failures trace to a menu nobody chose, an exchange too far away, fines that exceed earnings, or a fade that never happened.
- The lineage runs from Wolfe and Cowles's chimpanzees working for poker chips, through Ayllon and Azrin's ward and Achievement Place, to Paul and Lentz's social-learning program, still the most rigorous test.
- Expected tangible rewards for an already interesting activity can reduce later free-choice engagement; praise does not. Build token economies for behavior that is not happening, pair tokens with praise, and fade them.
- Gains do not survive the program by default. Maintenance has to be engineered: fade the tokens, pair them with praise, train where the behavior must occur, and choose behaviors the world will go on reinforcing.
Check yourself
A teacher runs a point system all year. Points are tallied on a chart the students cannot see and exchanged for prizes on the last Friday of each month. On-task behavior has not changed. Which components are most likely at fault?
The schedule of exchange and the visibility of the token. A month between exchanges puts most of the behavior far from the reinforcer, where laboratory tokens are weakest, and a tally the students cannot see gives them no signal of how close they are. Move exchange to the same day, put the tally where the student can watch it, and check that the prizes are things the students actually choose when free.
A group home fines residents heavily for rule violations. Several residents are in debt and have stopped doing chores at all. What has gone wrong?
Fines have exceeded earnings, so the token economy has become a punishment procedure. A resident below zero has nothing to lose and nothing to work toward, and the rational response is to stop participating. Fines should be rare, small relative to a day's earnings, and never allowed to take a balance below zero; the system should run on earning, not on loss.
A residential program for adolescents shows excellent behavior while youths are enrolled, but a year after discharge they are no different from youths who went elsewhere. Does this mean the program did not work?
It means the program changed behavior while its contingencies were in force and did not arrange for anything to replace them, which is what the Achievement Place evaluation found. A token economy is a set of contingencies; when they end without a fade, without pairing to praise, and without training in the settings where the behavior must occur, the behavior is on extinction. The procedure worked; maintenance was never engineered.
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Frequently asked questions
What is a token economy in simple terms?
A system in which someone earns tokens, such as points, chips, or stickers, immediately after doing specific behaviors, and later trades the tokens for things they actually want, such as privileges, activities, or small prizes. The token works because it can be exchanged for many different things, which makes it a kind of money.
What is an example of a token economy?
A classroom in which students earn a point each time they start work within a minute of the bell and can spend five points on a homework pass or thirty on choosing the class music. Other examples: a sticker chart that buys an extra bedtime story, a psychiatric ward where tokens for self-care buy walks on the grounds, and vouchers earned for drug-negative urine tests in addiction treatment.
What is the difference between a token economy and contingency management?
Contingency management is a token economy used in medical and addiction treatment. The tokens are vouchers or prize draws, the target behavior is usually an objectively verified one such as a drug-negative urine sample or attendance, and the value often escalates with consecutive successes. The structure, the strengths, and the weaknesses are the same as in any other token economy.
Is money a token economy?
Money is the everyday example of a generalized conditioned reinforcer, which is what a token is. Wages are delivered contingent on work and exchanged later for almost anything, so a paycheck has the structure of a token economy with a long exchange delay. Skinner used money as his standard illustration of a generalized reinforcer.
Who invented the token economy?
Teodoro Ayllon and Nathan Azrin built the first systematic one at Anna State Hospital in Illinois in the early 1960s and published the method in 1965 and, as a book, in 1968. The idea is older: in the 1930s John Wolfe and John Cowles showed that chimpanzees would work for poker chips exchangeable for grapes, and would learn new tasks for them.
Do token economies work in the classroom?
While they are running, yes: reviews and meta-analyses of classroom studies find positive effects in most cases, particularly for students with challenging behavior. The caveats are that the studies are mostly single-case designs of uneven quality, that many programs are described too poorly to copy, and that gains fade when the tokens are withdrawn unless the system has been faded toward praise and natural consequences.
What is response cost in a token economy?
A fine: the removal of tokens contingent on a specified behavior. Because a reinforcer is taken away and the behavior decreases, it is negative punishment. It works only while the earner has tokens to lose, so fines should be rare, small relative to earnings, defined in advance, and never allowed to push a balance below zero.
How do you fade a token economy?
Gradually and on a plan. Deliver tokens for fewer occurrences of the behavior, lengthen the time between exchanges, raise the prices, pair every token with specific praise from the start so the praise takes over, hand the counting to the earner, and choose target behaviors that the classroom, workplace, or family will keep reinforcing on their own. Measure the behavior throughout so you can slow the fade if it drops.
References
- Ayllon, T., & Azrin, N. H. (1968). The Token Economy: A Motivational System for Therapy and Rehabilitation. Appleton-Century-Crofts.
- Skinner, B. F. (1953). Science and Human Behavior. Macmillan.
- Hackenberg, T. D. (2009). Token reinforcement: A review and analysis. Journal of the Experimental Analysis of Behavior, 91(2), 257–286.
- Ivy, J. W., Meindl, J. N., Overley, E., & Robson, K. M. (2017). Token economy: A systematic review of procedural descriptions. Behavior Modification, 41(5), 708–737.
- Phillips, E. L. (1968). Achievement Place: Token reinforcement procedures in a home-style rehabilitation setting for "pre-delinquent" boys. Journal of Applied Behavior Analysis, 1(3), 213–223.
- Wolfe, J. B. (1936). Effectiveness of token-rewards for chimpanzees. Comparative Psychology Monographs, 12(5), 1–72.
- Cowles, J. T. (1937). Food-tokens as incentives for learning by chimpanzees. Comparative Psychology Monographs, 14(5), 1–96.
- Ayllon, T., & Azrin, N. H. (1965). The measurement and reinforcement of behavior of psychotics. Journal of the Experimental Analysis of Behavior, 8(6), 357–383.
- Paul, G. L., & Lentz, R. J. (1977). Psychosocial Treatment of Chronic Mental Patients: Milieu versus Social-Learning Programs. Harvard University Press.
- Kazdin, A. E., & Bootzin, R. R. (1972). The token economy: An evaluative review. Journal of Applied Behavior Analysis, 5(3), 343–372.
- Kazdin, A. E. (1982). The token economy: A decade later. Journal of Applied Behavior Analysis, 15(3), 431–445.
- Maggin, D. M., Chafouleas, S. M., Goddard, K. M., & Johnson, A. H. (2011). A systematic evaluation of token economies as a classroom management tool for students with challenging behavior. Journal of School Psychology, 49(5), 529–554.
- Soares, D. A., Harrison, J. R., Vannest, K. J., & McClelland, S. S. (2016). Effect size for token economy use in contemporary classroom settings: A meta-analytic review of single-case research. School Psychology Review, 45(4), 379–399.
- Hackenberg, T. D. (2018). Token reinforcement: Translational research and application. Journal of Applied Behavior Analysis, 51(2), 393–435.
- Prendergast, M., Podus, D., Finney, J., Greenwell, L., & Roll, J. (2006). Contingency management for treatment of substance use disorders: A meta-analysis. Addiction, 101(11), 1546–1560.
- Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125(6), 627–668.
- Cameron, J., & Pierce, W. D. (1994). Reinforcement, reward, and intrinsic motivation: A meta-analysis. Review of Educational Research, 64(3), 363–423.
- Kirigin, K. A., Braukmann, C. J., Atwater, J. D., & Wolf, M. M. (1982). An evaluation of Teaching-Family (Achievement Place) group homes for juvenile offenders. Journal of Applied Behavior Analysis, 15(1), 1–16.