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The Psychological Trick That Can Make Rewards Backfire

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    So in the 1970s, there was this experiment
    where a bunch of kids were told to
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    draw some pictures.
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    But before that, the children were split into
    groups.
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    One group was told that that they would receive
    a reward at the end, while the second group
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    had no reward.
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    After the drawings were finished, the researchers
    continued to watch the kids in their classroom
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    for a couple weeks - and the results were
    pretty interesting.
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    And not just "the unanticipated arrival of
    a goat in the classroom".
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    *Goat bleat*
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    But I'll come back to that - because I should
    explain what this has got to do with game design.
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    Often in design, we want to motivate players.
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    Perhaps motivate them to learn a new mechanic,
    or encourage them to use a specific feature,
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    or just get them to play the game for longer.
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    And a popular solution for this is the goal…
    and reward.
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    Do this, get that.
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    Like, quests that lead to experience points.
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    Challenges that unlock cosmetics.
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    And those cheeky Xbox achievements which are
    both a goal and a reward in one tidy package.
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    But I'm here to tell you that goals and rewards
    don't always work how you want them to.
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    And, in fact, in this video I'm going to explain
    how they can even have the complete, opposite effect…
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    When Klei was making the initial prototype
    for its sandbox survival game Don't Starve,
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    they quickly realised that testers had no
    idea how to play the game - and they instantly
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    became stuck.
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    So the testers were given a few hints - and
    once they got over the hump, they were able
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    to experiment, explore, and started to have
    a lot of fun.
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    In response, Klei decided to create a series
    of small, tutorial-like quests to help players
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    get started.
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    Survive this many nights.
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    Find this many items.
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    That sort of thing.
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    And it worked!
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    But only so much as players learned how to
    play the game.
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    Because beyond that, the quests were a complete
    and utter disaster.
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    Klei discovered that players focused exclusively
    on those quests, and thought of everything
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    else as a noisy distraction.
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    They optimised their play in really boring
    ways in order to finish the quest at hand.
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    They avoided doing anything risky, because
    it meant they might fail.
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    And then they became completely demotivated
    the second the quests ran out.
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    Klei says "In structuring the game as a series
    of explicit tasks to be completed, we taught
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    the player to depend upon those tasks to create
    meaning in the game".
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    In the end, Klei solved its onboarding problem
    by tweaking the UI to give players subtle
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    hints about how to get started - such as highlighting
    the most important items you can craft.
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    But the quests were left on the cutting room
    floor - leaving players to learn for themselves.
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    Because if a game is about experimentation,
    exploration, or player-guided discovery - explicit
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    goals can limit a player's creativity and
    imagination.
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    Even after the goals run out.
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    This is exactly what drove the development
    of the cosmic archeology game Outer Wilds.
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    The developers deliberately avoided giving
    players explicit goals about where to go,
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    or even what you're trying to achieve - so
    that players are driven to explore this miniature
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    solar system through a sense of curiosity
    alone.
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    Okay, here's another story.
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    Zach Barth makes problem-solving puzzle games
    about designing your own automated machines,
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    like Exapunks and Shenzen I/O.
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    In these games, you can make the machines
    however you like - if it works, it works.
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    But it's actually really fun to go back in,
    and see if you can refine your creation to
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    make it, say, smaller or faster.
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    So in Zach's first two commercial games, Spacechem
    and Infinifactory, he added a few Steam achievements
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    that encourage this sort of optimisation - like
    the Spacechem achievement "Beat the assignment
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    "No Thanks Necessary" in under 2200 cycles."
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    But, in all the games released after that
    - those achievements are completely gone.
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    What's up with that?
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    ZACH: "We wanted to add achievements because
    that was back when achievements were cool.
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    That was back before I thought achievements
    were awful."
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    ZACH: "The thing i don't like about them is
    that the game already has a reward system.
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    We have something that's far more meaningful
    and far less arbitrary than a random threshold."
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    What Zach's talking about is a bounty of metrics
    that you can use to gauge how well you've done.
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    There's your own personal score.
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    There's leaderboards that compare you to your
    Steam friends.
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    And there are these brilliant histograms that
    show you how your solution stacks up in comparison
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    to every other player.
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    All of these - the strive to beat your personal
    best, or the drive to do better than other
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    players - are extremely strong motivators
    to do better.
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    As Zach says: "a goal that you set yourself
    is way more powerful than a goal someone else
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    sets for you".
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    So if a game is about improving yourself,
    a personal or social goal can be a stronger
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    motivator than a set threshold.
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    My final story comes from the adorable track-laying
    puzzle game Mini Metro.
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    The game's developers wanted to focus on personal
    growth and high scores.
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    And so - according to UI designer Jamie Churchman
    - the team specifically tried to avoid these
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    goal and reward meta structures as they can
    become a "means to an end".
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    For example, the game does have unlockable
    cities - which is just to limit player choice
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    at the beginning of the game.
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    But Jamie acknowledges that some people will
    play each city until the threshold, unlock
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    the next one, and when they've unlocked all
    the cities they feel like they've finished
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    the game and can stop playing.
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    We should remember that goals are a checklist
    that can be completed.
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    And like with Don't Starve, some players will
    exclusively rely on the game to give them
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    purpose and direction.
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    But measurements of your skill - such as leaderboards
    and scoring systems, have no finish: you can
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    continue to improve on your personal best
    forever - which partly explains why we can
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    still play Tetris after three decades.
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    To truly understand what's happening here,
    we need to take a quick detour into the world
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    of behavioural psychology.
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    When thinking about motivation, one of the
    most popular models is the idea of extrinsic
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    and intrinsic motivation.
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    To make it simple, extrinsic motivation is
    when we are doing a task for reasons beyond
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    the task itself - usually in order to receive
    a reward.
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    Or, as that's better known: a job.
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    On the other hand, intrinsic motivation is
    when we do a task for its own sake, simply
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    because we find it enjoyable or meaningful.
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    Or, as that's better known: a hobby.
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    Intrinsic motivation is shown to be far stronger
    - and it lasts longer too.
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    People can enjoy a hobby for a lifetime.
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    Extrinsic motivation will only last as long
    as the rewards are there.
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    Just see if someone will still work in your
    factory after you stop paying them.
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    And this bring us back to that classroom from
    earlier.
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    Okay, so the point of the study was that the
    kids had already shown interest in drawing
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    before the study began.
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    They were intrinsically motivated.
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    Then, they were asked to make a picture - and,
    like I said, one group was promised a reward,
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    and the second group wasn't.
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    Afterwards, the researchers continued to watch
    the kids in their classroom for a couple weeks
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    and found that the children who received a
    reward for their drawing?
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    Well, they showed much less interest in drawing
    afterwards.
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    And their pictures were of a lower quality
    too.
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    Which is - wow, way to burn a bunch of kids,
    science.
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    This is called the overjustification effect.
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    And there's a huge body of evidence that says
    when extrinsic motivation is attached to a
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    task that we already find intrinsically motivating,
    we suddenly become way less interested in
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    the task.
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    And other studies show rewards also make people
    less creative, worse at problem solving, more
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    prone to cheating, and may lose motivation
    entirely once the rewards stop - even though
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    previously they were happy to do it for its
    own sake!
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    Whoops!
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    And I think we can apply this idea to game
    design.
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    Because there are certainly games that lean
    more towards intrinsic motivation.
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    Like games that focus on exploration, creativity,
    expression, and growth.
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    There are games where you set your own goals
    and expect no rewards in return.
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    And so when more extrinsically motivating
    systems - like explicit goals, progression
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    meters, and achievements - are added to these
    games, our motivation can take a hit.
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    We become blinkered to creative solutions.
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    We're less motivated to improve ourselves.
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    We put an arbitrary threshold on how much
    we attain.
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    And developers now need to create a constant
    drip feed of new goals and rewards, or risk
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    losing us entirely.
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    Of course, that's not to say that developers
    should never add goals and rewards to these
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    more intrinsically motivating games.
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    Because, I think it's clear that some people
    just aren't very good or interested in motivating
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    themselves.
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    For every Minecraft super fan who generates
    their own fun, there's someone else who is
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    simply lost and without direction.
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    It reminds me of my all-time favourite Steam
    forum post.
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    In a thread about the open-ended whodunnit
    Her Story, one user said "It's up to you to
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    decide when you are satisfied with the information
    you have found".
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    To which the thread's author replied, "how
    do I decide when I am satisfied?".
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    That post keeps me up at night.
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    Anyway - the nice thing about goals and rewards
    is that they can provide structure and progression
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    to play.
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    So they can still be used, they just have
    to be applied carefully.
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    For example, with goals - it's better to use
    large, overarching goals that players can
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    complete however they want, rather than restrictive
    step-by-step instructions.
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    You can focus on comparative metrics, like
    leaderboards, histograms, and personal bests,
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    rather than absolute thresholds.
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    Make goals optional, like Hitman's challenges,
    or hidden, like Outer Wilds' achievements.
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    And in terms of rewards - well, actually there
    is one type of reward that has been shown
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    to not trigger the overjustification effect.
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    Because, in that study with the children - there
    was actually a third group: children that
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    were simply told to go off and draw - but
    then were given a reward at the end, as a surprise.
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    In the following weeks, these children spent
    the largest amount of time drawing… of all
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    - if only by a small margin beyond the kids
    without rewards.
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    This, and plenty of other studies, show that
    rewards can have a motivational effect in
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    intrinsic situations - provided that they're
    unexpected, reasonably low value, and feel
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    tied to the actual performance of the action.
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    An example of this in games might be Overwatch's
    Play of the Game, which is a short highlight
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    reel showcasing the best moment in the match.
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    It doesn't really do anything, but it's a
    huge boost to the ego of the player who gets
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    the starring role.
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    And this is all over Nintendo's latest blockbusters.
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    In Odyssey, there's nothing telling you to
    clamber up here with Mario's advanced move-set:
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    but here's a cheeky cache of coins as a pat
    on the back.
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    And in Breath of the Wild, every suspicious
    nook could be a reward, like a Korok seed.
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    As Nintendo's Bill Trinen says: "When they
    create their games, [Nintendo's designers]
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    don't tell you how to play their game in order
    to achieve some kind of mythical reward.
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    There are things you can do in the game that
    will result in some sort of reward or unexpected
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    surprise.
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    In my mind, that really encourages the sense
    of exploration rather than the sense of 'If
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    I do that, I'm going to get some sort of artificial
    point or score'."
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    Hey, thanks for watching!
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    Just wanted to let you know that GMTK videos
    will now be ad free - so a big thanks to all
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    of my Patrons for supporting this work and
    making these videos possible.
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    You are amazing.
Title:
The Psychological Trick That Can Make Rewards Backfire
Description:

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Video Language:
English
Duration:
11:27

English subtitles

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