In 1930, Burrhus Frederic Skinner, a former psychologist at Harvard University, founded the Operant Conditioning Chamber, better known as the Skinner Box. The box was a room with a lever lever where an animal, usually a mouse or a dove, could press down on the ground in the hope of getting food or water as a reward.
This award is called the “reinforcer.” The box was used for most research, most of which focused on discovering the factors that cause an animal to pull the oar more or less frequently (called “response rate”).
Their conclusions have had a profound impact on many areas surrounding the motivation industry. This includes areas such as improving motivation, additional study, behavior change, staff engagement, game design and much more.
The basic level of results showed that the pigeons were in a position to press the oar many times when there was a 50% chance of winning the prize. Surprisingly, this happened more often than when they were getting 100% of the time. This is called a prize schedule and is one of the most powerful game machines used to engage players.
They also found that the most effective salary schedule was the schedule schedule schedule (where the result was 50% of the time, but they could get 3 rewards in a row and nothing was pushed by lever 5) as opposed to the standard salary schedule (for example, where they would get a reward every time two levers pushed either way).
Basically, the combination of opening a prize 50% of the time and not knowing when the reward will open, puts a random rate in the equation in such a way that there can be a lot of rowing without profit, but the normal profit is set and somehow can be intuited. This combination is undeniable and produces both a high level of reaction and high resistance to extinction.
So what does this mean for us? Animals (and humans) can be persuaded to do work more often by giving us a reward instead of promising us a guaranteed reward. We are accustomed to knowing this accurately, which is why so many people enjoy gambling.
Thousands of games use these principles. Slot machines will reward you from time to time with cash, Farmville will give you occasional gifts (usually the items that will be used on your farm), and World of Warcraft crowds throw away the loot you need to ask for some time and not always.
LOSS OF GROWTH
Opposition to the loss is a characteristic of the human condition exhibited by psychologists Amos Tversky and Daniel Kahneman in 1979 as part of their hope). It describes how people fear losing out when choosing between alternatives to risk. Basically, instead of looking at the “big picture” or the end result, we look at each loss as its event, which makes that loss even more annoying. We do not like to lose more than to enjoy winning.
Prospect’s theory states that there are two phases in the decision-making process: planning and evaluation. During the planning process, people will look at their choices and set a goal or point of reference. After that, they will look at that point throughout the event; in relation to that point of view, they call the negative consequences “losses” and the positive outcomes “gains.”
In the evaluation phase of the decision, people will choose what they see as the best option; this is usually an option for overuse, based on the potential outcomes and their relevant opportunities when it comes to achieving that effect. For example, let’s look at: if someone has given you 2 options; first, you are offered a $ 50 conditional offer.
The second one gives you a chance to win $ 100, by simply withdrawing a coin. Which would you choose? Both of these options are statistically equal, but most people can choose to earn $ 50.
Loss Loss is the most powerful gaming machine available in most games. For example, at FarmVille, you are not returning, your investment is dying and you will feel like you have wasted your time and money. Loss aversion is also present in poker, where a player decides to bet a small amount of money he has to make (depending on his chances) simply because he does not want to risk all his chips and be taken out of the tournament. The idea of losing everything weighs more than the potential value he could have achieved in this particular hand.
Success, in short, is the manifestation of a certain accomplishment. In some cases, they will give you something to help you improve your game. In some cases, that is a good way to brag to your teammates about your accomplishments. But why do people love success? How do they draw us closer to our visible experience?
That’s where Abraham Maslow came in. His research focused on what he called the “needs management category”.
The demands of Maslow’s management work are running low and rising. The idea, in a nutshell, is that we have all these needs in our lives. As life progressed, the needs we had have become more complex in nature and they are also becoming increasingly difficult to obtain. We feel fulfilled when we ensure that these needs are met; we feel like we have achieved something in our lives.
Achievements are the 4th step in the needs of anyone. We like to feel like we have accomplished something. When you defeat an attack boss in World of Warcraft, you feel like you have accomplished something, and it gives you a sense of satisfaction and pride. However, what if you are a non-attacking player?
How can Blizzard help you feel better? The success they give you gives you a little “bread crumb” that tempts you to come back to accomplish those things. Some of them may seem small; some are incredibly difficult. In any case, you feel as if you have accomplished something, and the need for respect has been met by an action plan.
So where do we see success?
In World of Warcraft, success gives you something to fight for while you still want to attack, by asking you to do something different than you would otherwise have; you collect points that you can show to your players. In the Pokémon game series, you get badges when you beat gym coaches. Xbox-like Consoles have also put in place everything you do on your account, from playing certain games to doing certain actions while you are at the concert. Success is everywhere, and it can be a challenge for games that we would not otherwise have had.