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The Reward Principle
Disciplines > Game Design > Principles > The Reward Principle Principle | Action | Discussion | See also
PrincipleOffering rewards encourages players to act in ways that gain the reward. ActionGive the player rewards for playing the game with skill, passion and other attributes that are desirable in drawing them into the game and then keeping them playing. Typical actions that may be rewarded include:
Typical rewards include:
Structure rewards for the actual effects they have on motivation, not those you think they will have. You can also give random rewards, effectively just for continuing to play the game. In particular if the person has not been rewarded recently and whose motivation may be waning, a little encouragement may be useful to keep them going. DiscussionRewards are forms of extrinsic motivation, and must be used carefully, as there is always a risk of ending up reducing the pleasure the player gets from the game. This happens when:
Finding rewards that truly motivate over the longer term and across all players is difficult and needs care as well as structured testing. See also |
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| Home | Top | Quick Links | Settings | |
Main sections: | Disciplines | Techniques | Principles | Explanations | Theories | |
Other sections: | Blog! | Quotes | Guest articles | Analysis | Books | Help | |
More pages: | Contact | Caveat | About | Students | Webmasters | Awards | Guestbook | Feedback | Sitemap | Changes | |
Settings: | Computer layout | Mobile layout | Small font | Medium font | Large font | Translate | |
| Home | Top | Menu | Quick Links | |
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