[...] “If I give you points every time you brush your teeth, you’ll stop brushing your teeth b/c it’s good for you and then only do it for the points. If the points stop flowing, your teeth will decay.” Jesse Schell
Ada Chen from Mochimedia on Zynga’s Frontierville:
- Achievement – An !Explosion! of Rewards – available for limited time. [Prehistoric]
- Competition – Jack is always one step ahead [Death Rally]
- Reciprocity – “ghost” friends helping you out [Need For Speed?]
See the Game Dynamic Playdeck!
- Achievement – Rewards
- Appointment Dynamic – Be on time or something bad happens
- Avoidance – Press button every minute not to get shocked
- Behavioral Contrast – Live up to expectations or not
- Behavioral Momentum – If a smart person plays a game for hours, it must be useful and thus must be continued to do so.
- Cascading Information Theory – Basics firsts and only then move on to advanced moves
- Chain Schedules – Unlocking one step is like unlocking a reward
- Communal Discovery – Something which cannot possibly be achieved by one person alone
- Contingency – [1] 10 orc [2] block [3] your path
- Countdown – Kill Frenzy, 60 seconds
- Cross Situational Leader boards – “equal” opportunity to score
- Disincentives – Penalty to induce behavioral shift
- Endless Games – Static content vs user content
- Envy – My friend has an item I want
- Epic Meaning – working to achieve something bigger than themselves
- Extinction – No more reward for this action
- Fixed Interval Reward Schedules – Wait 30 minutes to harvest crops
- Fixed Ratio Reward Schedule – Kill 10 ships, get a level up, visit five locations, get a badge.
- Free Lunch – Someone else (other 100 players) did the work and have had the luck to profit (buy for free or at discount) from the work done.
- Fun Once, Fun Always – Simple repeatable fun actions
- Internal Reward Schedules – wait N minutes, collect rent
- Lottery – Winners will play, losers will move on. Scratch tickets!
- Loyalty – feeling of partial ovnership
- Meta Game – Secret games to be discovered within games
- Micro Leader boards – Be the top scorer at Joe’s bar this week and get a free beer
- Modifiers – Doubles the points you will collect
- Moral Hazard of Game Play – Action once fun in its own is no more due to excess rewards
- Ownership – Taking over places or having something valuable for others to display
- Pride – This is my bubble. There are Many Like it, but this one is mine.
- Privacy – You can share your private information or not at all
- ProgressionDynamic – Progress bar, leveling up
- Ratio Reward Schedules – Kill 10 orcs, get a power up
- Real time vs Delayed Machanics – More action due to the lack of certanity
- Reinforcer - Receiving a level up after killing 10 orcs
- Response – The player takes the action to kill 10 orcs
- Reward Schedules – Contingency, Response, Reinforcer.
- Rolling Physical Goods – real value rewards
- Shell Game – Illusion of choice
- Social Fabric of Games – It takes a lot of trust to play a game with someone.
- Status – Paladin level 42
- Urgent Optimism – Win is possible, hope of success
- Variable Interval Reward Schedules – Wait ca 30 minutes for a weapon to appear.
- Variable Ratio Reward Schedule – Kill ca 20 ships, visit ca 5 locations and to you get a badge
- Viral Game Mechanics – Invite friends to become more successful - social check-in.
- Virtual Items - Tradeable game objects
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