| [[09-01-01-Ludology | ludology]] |
| [[08-01-01-GameDesign | gamedesign]] |
| [[15-01-01-Personality | personality]] |
Motivation
Motivation is processes that initiate, direct, and sustain behavior ( Conscious or unconscious reasons for actions or move forward in the decision-making process). No one theory is capable of explaining all that we know about motivational processes. It is usually treated as a combination of biological, learned, cognitive, and social processes. Deep and quality motivation is important to develop.
- needs, wants or desires acquired through influence or may be generally innate.
- progression > stimulate brain > keep engaging: Experience > Flow / presence / immerse / engagement
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
Drives
Classic drive theory usually refers more to:
- hunger
- thirst
- deprivation
- tension reduction
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.
Neuroscience
- Directional- Directed towards a positive or away from a negative stimulus
- Activated - Seeking phase and consummatory “liking phase.”
Neurochemistry
Hormones
Dopamine - Reward
dopamine is strongly tied to wanting, learning, salience, and reward prediction, not just pleasure
- Eating food, Achieving Goal, Complete Task
Dopamine reward cycle - hijacked by evolution in humans with additional purpose to seek and see novel and surprising things.
Ancestors outcompited cusins because are better in forming stong memories around those experiences that are crucial to survival.
Oxytocine - Love
- Socialising, Touch, Petting Animals, Helping
Endorphin - Painkiller
- Exercising, music, Laught, Entertiment
Serotonin - Mood stabilizer
- Sun Exposure, nature, mindfullness, meditation
Behavioral / Learning
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
Reinforcement
Reinforcement schedules
Contingency
Feedback
- reward timing
- delay effects
nagroda
sounds satisficing because of feedback. even small delay can estroy effect
Punishment / extinction
Habit / addiction
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
### 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) | G
Loot drops, Crit hits (high steady response pattern, small bumps) |
Gambling - variable interval rate at a cost. Repetitive behaviour that brain can lock on.
### 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 rein
forcement, but perceived contingency may increase learning.
ERROR WITH THIS NOET: **Gambling** is usually the clearest example of **variable ratio**, not variable interval.
### Feedback
feedback on action is reward !!!
Entity must know it get reward / iw dont know value they dont care (in clasical condition we are )
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
Cognitive / Personal
Which categories of goal (needs) motivate people. Personalities
Perception / expectation / control
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
Challenge / Flow
- flow state
-
neurotransmitters
- chelenging task
- flow state > zom
release neurotransmiters :dopamineserotoninendorphinsx
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
Its three basic needs are:
- autonomy
- competence
- relatedness
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 |
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
Self-control
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
Belonging / identity / role
Applied
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
Games as model environments
PENS
game adaptation of SDT The Player Experience of Need Satisfaction Model on human needs. Nice one!
| 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 (giving players options to tackle challenges), Mastery (excelling at the core gameplay loop), Competence (knowing the game inside out), and Relatedness (human connection through multiplayer or a gripping story and characters).
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
Bartle
| Acting | Interacting | |
|---|---|---|
| Players | Killers | Socializers |
| World | Achievers | Explorers |
Gamer motivation profiles
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. |
Novelty - Fantasy/realism. Build/explore
Challenge - Skilled/No Work/not work
Harmony - mechanics/context cooperation/conflict
Stimulation - single/multi calm/thrill
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/
simplify brain process: Perception (input) > Influecing factors like Attention, emotion/motivation > memory (synaptic modification)
Perception but not important, sidenote:
McGurk effect - take video of important context of hearing audio
book: satisfaction Gregory Berns
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.
Curiosity / novelty
Curiosity fits better under:
- novelty
- exploration
- information seeking
(ciekawość)
ADD ALSO
- cognition
- goals
- beliefs
- self-regulation
- identity / meaning
the main cognitive layer:
- **Expectancy** — do I think I can succeed?
- **Value** — is it worth doing?
- **Goal-setting**
- **Self-efficacy**
- **Attribution** — why did I succeed or fail?
### 2. Habit vs motivation
Important distinction:
- **Motivation** starts behavior
- **Habit** automates behavior
- **Addiction / compulsion** narrows control over behavior
TIME
the bigger idea:
- immediate vs delayed reward
- delay discounting
- persistence over time