This Psychological Trick Makes Rewards Backfire

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Publicado 2020-09-13
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Goals and rewards can be a great way to motivate players to learn, try out features, and play longer - but in certain circumstances, they can actually backfire on you. To find out more, let's jump into the psychology of motivation.

=== Sources and Resources ===

- Sources

[1] Undermining children's intrinsic interest with extrinsic reward | Journal of Personality and Social Psychology
psycnet.apa.org/record/1974-10497-001

[2] Intrinsic vs. Extrinsic rewards in Klei’s latest game: Don’t Starve | The Penny Arcade Report
web.archive.org/web/20130117075748/http://penny-ar…

[3] Outer Wilds: a game of curiosity-driven space exploration | USC Digital Library
digitallibrary.usc.edu/cdm/ref/collection/p15799co…

[4] The Machinations Behind Infinifactory | Game Wisdom
game-wisdom.com/podcast/infinifactory

[5] Mini Metro: When Less is More | GDC Vault (Free Access)
www.gdcvault.com/play/1024250/-Mini-Metro-When-Les…

[6] Effect of Expected Rewards on Children's Creativity | Creativity Research Journal
www.tandfonline.com/doi/abs/10.1207/s15326934crj12…

[7] How Incentives Hinder Innovation | Behavioral Scientist
behavioralscientist.org/how-incentives-hinder-inno…

[8] Why do goal-based incentives cause cheating? | Williams College (PDF)
sites.williams.edu/mc20/files/2017/09/Chao-Larkin-…

[9] What to do? | Steam Forums
steamcommunity.com/app/368370/discussions/0/530645…

[10] A Nintendo Argument Against Achievements | Kotaku
kotaku.com/a-nintendo-argument-against-achievement…

- Additional resources

Throwing Out the Dopamine Shots: Reward Psychology Without the Neurotrash | GDC Vault (Free Access)
www.gdcvault.com/play/1024181/Throwing-Out-the-Dop…

Rewards in Video Games | GDC Vault (Free Access)
www.gdcvault.com/play/1023948/Rewards-in-Video

The Cake Is Not a Lie: How to Design Effective Achievements | Gamasutra
www.gamasutra.com/view/feature/6360/the_cake_is_no…

The Psychology of Games | Steamworks Development
   • The Psychology of Games  

Achievements Considered Harmful? | Chris Hecker
www.chrishecker.com/Achievements_Considered_Harmfu…

=== Chapters ===

00:00 - Intro
01:19 - Case Study: Don't Starve
03:12 - Case Study: Zachtronics Games
04:48 - Case Study: Mini Metro
05:48 - Extrinsic and Intrinsic Motivation
07:39 - Applying This to Game Design
08:20 - Advantages of Goals
09:31 - Surprise Rewards
11:05 - Patreon Credits

=== Games Shown ===

Uncharted 4: A Thief's End (Naughty Dog, 2016)
A Plague Tale: Innocence (Asobo Studio, 2019)
Hearthstone (Blizzard Entertainment, 2014)
Fall Guys: Ultimate Knockout (Mediatonic, 2020)
Rage 2 (Avalanche Studios / id Software, 2019)
Diablo III (Blizzard Entertainment, 2012)
Marvel's Avengers (Crystal Dynamics, 2020)
Don't Starve (Klei Entertainment, 2013)
Mini Metro (Dinosaur Polo Club, 2015)
Subnautica (Unknown Worlds Entertainment, 2018)
The Binding of Isaac: Rebirth (Nicalis / Edmund McMillen, 2014)
Outer Wilds (Mobius Digital, 2019)
Exapunks (Zactronics, 2018)
Shenzen I/O (Zactronics, 2016)
Opus Magnum (Zachtronics, 2017)
Spacechem (Zachtronics, 2011)
Infinifactory (Zachtronics, 2015)
Tormentor X Punisher (E-Studio, 2017)
Lonely Mountains: Downhill (Megagon Industries, 2019)
Tetris 99 (Arika, 2019)
Minecraft (Mojang, 2011)
The Legend of Zelda: Breath of the Wild (Nintendo, 2017)
Lumines Remastered (Q Entertainment / Reonsair, 2018)
Planet Zoo (Frontier Developments, 2019)
God of War (Santa Monica Studio, 2018)
Destiny (Bungie, 2014)
Hitman 2 (IO Interactive, 2018)
Her Story (Sam Barlow, 2015)
Overwatch (Blizzard Entertainment, 2016)
Horizon Zero Dawn (Guerrilla Games, 2017)
Devil May Cry 5 (Capcom, 2019)
Hitman (IO Interactive, 2016)
Forza Horizon 4 (Playground Games, 2018)
Call of Duty: Modern Warfare (Infinity Ward, 2019)
Super Mario Odyssey (Nintendo, 2017)

=== Credits ===

Music provided by Music Vine - musicvine.com/

=== Subtitles ===

Contribute translated subtitles - amara.org/v/C3BDl/

Todos los comentarios (20)
  • @Netbug009
    Dang, this explains why turning a creative hobby into a job is so difficult.
  • @Strick-IX
    "So, how do I play this game again?" "Uh...Don't...starve?" "Woah, woah, slow down."
  • @MaraK_dialmformara
    The next time I see someone saying “do what you love and you’ll never have to work a day in your life,” I am showing them this video
  • @vizthex
    The school system honestly helps proves this. I used to love reading, but being forced to read books i didn't really give a shit about for some stupid assignment killed my interest in it.
  • “How do I decide when I’m satisfied?” Christ, sounds like a AI from a scifi flick
  • @endermage77
    So basically: Bloke: I love doing A Society: Please do A, we'll pay you for it Bloke: Well now I'm not doing it
  • @WhirligigStudios
    Interestingly, this also happens with penalties. I've heard stories indicating that if you have an explicit penalty for something bad, people are more willing to do it, because they see the penalty as a transaction, whereas if you have no explicit penalty, people don't want to know what the unexpected penalty could be, so they behave.
  • @Benjackalope
    Dang, that’s why games like Minecraft can remain popular for so long without any real reason to play except for the sake of it... people learn to enjoy what u can do with it more than depending on arbitrary rewards
  • @smilemore7431
    8:39 “How do I decide when I am satisfied?” Is a statement that’s is simultaneously not very deep and deeply tragic. This guy summed up the struggle of human existence without even thinking.
  • @buubaku
    "Unanticipated arrival of a goat" is just hood talk for "this one kid was real good at drawing"
  • @blueguard61
    Can't wait for all bosses to say: "I don't know what you'll get at the end of the month. Or how much. Or at all. But trust me, you'll be more motivated, because you don't know!"
  • @NortheastGamer
    That "how do I know when I am satisfied?" line hit me so hard. It's so short, but accurately portrays a phenomenon where people are so used to spending their time trying to ensure others are satisfied that we never learn how to satisfy ourselves. Even in our spare time, playing video games, are we really satisfying ourselves? Or are we just trying to satisfy the game goals, or perhaps even invisible/theoretical people who would judge our performance in the game should they see us playing it? Yeah, I can see how that question would keep one up at night.
  • @CaseyHofland
    Ending this video with the surprise reward that they are now add-free is genius.
  • @stevethepocket
    They say "Do what you love for a living and you'll never work a day in your life." To which I'd always retort "Do what you love for a living and it'll become a job and you'll grow to hate it." Good to see science is on my side.
  • @AgressivePigeon
    "Challenges that unlock cosmetics" You mean the challenge of reaching for a credit card? I miss seeing a badass skin and knowing it meant you were a badass in the game.
  • @esotericsean
    This is the EXACT issue I have with Animal Crossing. It's supposed to be open-ended, build your world and continue to have fun. But I have way more fun focusing on the goals of completing the museum, upgrading my house to its final size, etc. After all that, the game gets boring.
  • @VaterOrlaag
    "How do I decide when I am satisfied?" Hey Google? I think one of your AIs escaped onto the Steam forums.
  • @remem95
    "How do I decide when I am satisfied?" Same dude, same.
  • @Legault397
    "How do I decide when I'm satisfied" is such a mood for those of us with low executive function/executive dysfunction. It's extremely difficult for me to intrinsically motivate myself which makes the same crafting games you praise quite a bit (not wrongly!) into my least favorite genre. I want to like them but I just can't take a wide-open sandbox and build sandcastles in it. I can dig a few holes, maybe make a tower, and then I get bored and move on. Similarly I do find it quite difficult to motivate myself to do anything in games I've "beaten" for example by completing achievements or finishing the stories. I love Into the Breach but once I unlocked all squads and got their achievements, I immediately stopped playing because there just wasn't anything "new" to do. The best motivators for me are things like the koroks in Breath of the Wild , which give a small, almost meaningless reward but which still has some value, and I both have to explore to find them and complete a challenge once I do.