Motivation

[[09-01-01-Ludology ludology]]
[[08-01-01-GameDesign gamedesign]]
[[15-01-01-Personality personality]]

Dark nudge: indirect means of influencing behavior thoward a desired positive action. Impulsive Behavior is hard to control

Friction - any friction will cause less of a behavior to occur on average

Novelty - Thinking gets in a way of convenience

Wundt Curve - Atoudal potential. Relationship between intensity of a stimulus and its pleasantness. # How Much Novelty is Relevant?: It Depends on Your Curiosity. Interest increases with stimulus complexity up till the point of incomprehensibility. Then Rewards system is needed to keep hedonic value up.

https://slideplayer.com/slide/13357411/

Motivation

Britannica explains: No one theory is capable of explaining all that we know about motivational processes. Some motives seem best understood from a biological viewpoint. Other motives appear to be learned. Still other motives are influenced by the cognitive processes in which we engage. Our interpretation of the events around us influences our future motivation.

  • needs, wants or desires acquired through influence or may be generally innate. Conscious or unconscious
  • most important reasons for actions or move forward in the decision-making process
  • progression > stimulate brain > keep engaging: Experience > Flow / presence / immerse / engagement deep and quality motivation is important to develop. !!!!!!!!!!!!!!!

Biological

Biological motives include hunger, thirst, the pursuit of pleasure, and the avoidance of pain

  • Shot of dopamine is not needed,
  • Mind create tolerance for dopamine it receive.
    Impulses, Power, Achievement, Affiliation

Neuroscience

  • Directional- Directed towards a positive or away from a negative stimulus
  • Activated - Seeking phase and consummatory “liking phase.”

Hormones

Dopamine - Reward

  • Eating food, Achieving Goal, Complete Task

Oxytocine - Love

  • Socialising, Touch, Petting Animals, Helping

Endorphin - Painkiller

  • Exercising, music, Laught, Entertiment

Serotonin - Mood stabilizer

  • Sun Exposure, nature, mindfullness, meditation

Behavioral

Behaviorism - theory of motivation focused on how the results we’ve obtained from past behaviors shape our future behaviors (Environmental Shaped & Learned Drives) In this theory internal needs of individuals can be ignored. Reinforcement needs to be more than a one-off event.

  • Positive Reinforcement
  • Negative Reinforcement.
  • Punishment.
  • Extinction. d gain. (continuous login bonus) (good drop rate in consumables items)

Britannica - Behavioristic approaches to motivation

Drive (ciekawość)

Drive - in psychology, an urgent basic need pressing for satisfaction, usually rooted in some physiological tension, deficiency, or imbalance (e.g., hunger and thirst) and impelling the organism to action.

Continuous Reinforcement

All responses are reinforced happens when the desired behavior is reinforced each time it is observed. continuous reinforcement is the quickest way to get someone to develop a new behavior.

Intermittent Reinforcement

Some responses are reinforced

  Interval (after time) Ratio (after action)
Fixed Predictable kill > loot spawn, stamina (building up high peak and quick drop) One more turn. clickers, turn based building time (short post reinforcement pause)
Variable Unpredictable public events (moderate study response pattern) Gambling. Loot drops, Crit hits (high steady response pattern, small bumps)

Contingent

  • Not-Contingent - not related to behavior (surprise gifts), not controlled
  • Task-Contingent - rewarding: engagement, completion, performance. Sense of progression - task related motivate more contingent outcomes are not necessary to demonstrate reinforcement, but perceived contingency may increase learning.

Feedback

feedback on action is reward !!! reward timing and (un)certainty - immediate for success progress and choice delayed feedback need stronger support nitr getting reward u expect could become punishment

Representative Heuristic - Time/Cost/Effort > Up expectation for reward . (Procedural like roguelikes play agianst it sometimes) balanced economy

Addictions

dopamine feedback - (social media )
slot machines

  • reward can be demotivating
  • Unexpected reward are motivating
  • Expectations. After bad luck we expect payout (gambling).
  • Representative expectations - (Ngram colors in destiny)
  • Loss Aversion: Something I have > Something I could have

Personal

Which categories of goal (needs) motivate people. Personalities

Content theories

  • Maslow
    • Physiology (hunger, thirst, sleep, etc.)
    • Safety / Security / Shelter / Health
    • Social / Love / Friendship
    • Self-esteem / Recognition / Achievement
    • Self actualization / achievement of full potential
  • Two factors - job satisfaction (motivators), while others (hygiene factors)
  • ERG - Existence, Relatedness, and Growth
  • Barrett - on consciousness !
  • Lyell’s Impediments to Actualization - Natural / unnatural addictions & Self-Actualization

SDT - Self Determination Theory

Basic need for autonomy. Illusion of control is as good as real contr. Goals You set for yourself are stronger than goals set by someone else extrinsic / intrinsic. F2P game design and for gamification design much of game design in those spaces relies on compulsion loops and extrinsic rewards..

  • Autonomous - Self determinate
  • Controlled - Non self determinate

Depend on context and not account for all human behavior. Can shift by different framing. OLD:

  • Intrinsic motivation - Internal or Inherent. “for fun” Personal Gratification. last longer. rate higher! better (autonomy, agency, progression, feedback, opportunity). But can feel bad i.e. if you are obligated to your self
  • Extrinsic motivation - External, Compulsive play “due to compulsion”. inspired by outside forces Rewards shape to do but risk of shifting motivation. Use when needed (money) But! can feel autonomous if enough choices. Goal oriented.

MDT - Motive disposition theory

     
Implicit are implied but not directly stated wishes
Explicit directly stated, leaving no room for uncertainty desires

SDT vs MDT

  MDT SDT
Theme of crucial need Power Autonomy
Hypotheses about the effects of need satisfaction Matching hypothesis: Motive × Environment interaction predicts motivation and well‐being Universality hypothesis: Satisfaction of basic needs has similar (positive) effects for everybody
Individual differences Want - Needs as motive. Individual differences Need as requirements - No differences
Access to needs and measurement Unconscious, indirect assessment: PSE, OMT Conscious, direct assessment: self‐reports
Evolutionary basis Variation in motive strength through learning Basic needs are represented within the genome of every human being
Neurohormonal basis Motives are associated with specific hormones No explicit assumptions about neurohormonal basis of needs
Implicit vs. explicit Implicit vs. explicit motives NA
Hope vs. fear Differentiation into hope and fear components of implicit motives NA

PENS - The Player Experience of Need Satisfaction

Model on human needs.

         
Competence / Mastery Challenge Easy to learn difficult to master skill: survival, crafting Being in control Interact with activities.
Autonomy Choice Volition Customization, Agency, Control your world, your creations Self expression or meaningful choice
Relatedness Connecting Social grouping, Status feedback shared experiences, public canvases Cooperation or Competition. Rank relation. (knowledge where I fit)

Autonomy:

  • Freedom, Independence (from real world wiev) but not good words for autonomy,
  • Wen we act we do it volitionaly (dobrowolnie)
  • sandbox can be sand-traps - we dont know what to do if we can do anything
  • narrative impact > mass effect > i can change the galaxy

Blog: Nick Ballou - Basic Psychological Needs

Bartls

  Acting Interacting
Players Killers Socializers
World Achievers Explorers

Gamer motivation profile

YT GDC

https://medium.com/ironsource-levelup/a-closer-look-into-the-12-gamer-motivations-8d156ff0151a

  High Low
Social BRIGHT  
Community Shared Experience Teamwork Community driven sacrifice control.Grouping up. Chatting. Social interaction. Collaboration. Independence Single-player. Soloable quests. Be in full control
Competition Social Comparison Conflict Adversarial. Arenas. Duels. Matches. Leaderboards. Rankings. Non-adversarial - Non-competitive. No rankings/duels against human players.
Destruction Entropy Chaotic Guns. Explosions. Mayhem. Carnage. Gore. Destructible environments Enduring Idyllic. Serene. Evergreen. No weapons/gore. Typically G/PG content
Power Growth Progression-Based Start weak and grind. Level up character/stats. Upgrade weapons/spells. Flat Progression Fully-developed characters from the start. Static. Level playing field.
Challenge Skill Improvement Skill-Based Steep learning curve. Complex moves/rules. Difficult missions, bosses. Easy Fun Quick to learn. Low skill barrier. Straightforward mechanics. No skill-based gates.
Story Web of Human Drama Scripted Drama Elaborate narrative arc. Large cast of characters with motive/personality. Open-Ended No overarching narrative. Basic/stock NPCs. Blank canvas to build on
Design Expressing Individuality Customizable Express individuality. Customize avatar/house. Lots of skins accessories. Curated Fixed, but often highly stylized avatar. None or few customization opportunities.

Motivation GDC:

Novelty - Fantasy/realism. Build/explore
Challenge - Skilled/No Work/not work
Harmony - mechanics/context cooperation/conflict
Stimulation - single/multi calm/thrill

Challenge

  • chelenging task
  • flow state > zom
    release neurotransmiters : dopamine serotonin endorphins x

McGurk effect - take video of important context of hearing audio book: satisfaction Gregory Berns

Feedback

nagroda
sounds satisficing because of feedback. even small delay can estroy effect

Recognize

if we know the meaning and can recognize interpret or understand https://youtu.be/qr0JMv2uYxQ

brain have idea and it must fit to reality. To meet expectations is important
Illusion of control is just as much impact as real

Emotions

Emotions @ motivations Anxiety - to much Apathy - not for me Worry motivated Arousal motivated Boredom Relaxation Control Flow

Game Feel - is it seem real, does mechanics allow us to do sth. feeling of competence and growth mastery
Interaction - is positive

FEARS WANTS & DEASIRES, change customer seek::: » advent, affection , avoid new, belong, control, create, freedom, friend, good looks, learning, community, friends, luxury, nostalgia, participation, peace of mind, power, respect, reassurance, revenge, romance ,safety, sexy , sec, sympathy, tension


Gamification

  • structure - structure around the content - ponts levels achievments
  • content -
  Left brain   Right brain
Positive Development and Accomplishment Epic meaning and calling Empowerment of creativity and feedback
  Ownership and possession   Social
Negative Scarcity Loss & Avoidance Unpredictability and curiosity
  • Epic meaning and calling - narrative, meaning
  • Accomplishment - more milestones, overcome challenges, leaderboards
  • Ownership and possession - Farmville, hub building
  • Scarcity -
  • Empowerment of creativity and feedback - result of creativity,
  • Social Pressure -
  • Unpredictability and curiosity - not sure what will happen next
  • Loss Avoidance - to avoid a loss

reward loop - loot, drop systems

Social

Cultural

Mimetic theory

-Desires are cultural not individual. We learn imitating group.

  • good -
  • bad - acquisitive like money

  • Scapegoat - find someone to blame for conflict, to unite sides. (controlling violence with violence) can be in mimetic context

FOMO

Ikigai

  • role in society

Multiplayer

Guilds/ clans Cooperation give chance for Positive externalities (benefit for others)



https://youtu.be/xkg9ocYDLr8

asymmetry dominance
framing priming
prospect theory

rewards can be demotivated:

over justification:

  • les interest dwawing if later no rewards
  • les creative more prone to cheat
  • les motivated if reward stop

Others

story creativity

- emotional labor
- building TENTION ?

r (left), K (right) strategies.

(For kids short videos are worse than long because of shortening attention span)

central to game design

  • addicted players showed higher intrinsic than extrinsic motivation
  • motivation gives these players more to look for in the future such as long-lasting experience that they may keep later on in life.
##### Tips  
- show purpose before giving reward Goals must be `meaningful`! for players     '
- after meaningful actions clear goals. Why important
- show value / personalize
- more effort / time needed, greater reward expected     
- absence is like a punishment    
- intermitted intervals for forming habits  
- fixed ration to sense of mastery   
- variable ratio for excitement  
- reward is not an ending but starting point  
- help player feel being in control
- Illusion of control is as good as real contr. Loosing control can be mechanic as well: Stanley Parable.

https://imarketsmart.com/35-amazing-ways-to-engage-and-involve-your-donors-and-supporters/

Self Control and inhibitory control

being able to control one’s attention, behavior, thoughts, and/or emotions to override a strong internal predisposition or external lure, and instead do what’s more appropriate or needed.