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Player Psychology Basics
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Operant Conditioning
Operant conditioning is a learning process through which the strength of a behavior is modified by reinforcement or punishment. Games use this with in-game rewards (reinforcement) or penalties (punishment) to shape player habits.
Intrinsic Motivation
Intrinsic motivation involves engaging in behavior because it is personally rewarding. In games, this translates to playing for fun, challenge, or enjoyment, rather than for external rewards.
Endowed Progress Effect
The endowed progress effect is a phenomenon where providing an artificial advancement toward a goal motivates people to complete it. In games, this might be used in level progression or quest systems to increase player investment.
Cognitive Dissonance
Cognitive dissonance occurs when a player holds contradictory beliefs or ideas, especially in narrative games. Game designers can use this to create compelling moral dilemmas and choices in games.
Feedback Loop
A feedback loop in gaming refers to the system where players are given information about their actions, allowing them to learn and improve. Game design utilizes positive and negative feedback loops to shape player behavior.
Extrinsic Motivation
Extrinsic motivation refers to behavior that is driven by external rewards such as money, fame, grades, and praise. In game design, this motivates players through rewards like points, trophies, and new levels.
Skinner Box
Skinner Box is a concept from operant conditioning where players are rewarded at variable ratios for a particular action to reinforce that action. Game designers use this for mechanics like loot boxes or random drops to keep players engaged.
Loss Aversion
Loss aversion is the tendency to prefer avoiding losses to acquiring equivalent gains. In game design, this may be used in risk-reward scenarios where the fear of losing something can heavily influence player decisions.
Flow State
The flow state is an optimal psychological state that players can experience when engaged in a game that matches their skill level with the right level of challenge. It enhances player engagement and enjoyment.
Social Proof
Social proof is the psychological phenomenon where players are influenced by the actions of others. In game design, this can be seen in features like social media sharing, friend activity feeds, or popular streams promoting a game.
Sunk Cost Fallacy
The sunk cost fallacy occurs when a player continues a behavior as a result of previously invested resources (time, money, effort). Games can use this to encourage players to continue playing to not 'waste' their investment.
Zeigarnik Effect
The Zeigarnik effect is the tendency to remember uncompleted tasks better than completed ones. Game design leverages this through cliffhangers, unfinished storylines, or in-progress missions to keep players coming back.
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