Compulsion loop is withdrawal-driven
The forces that push us to play just one more turn, or level to obtain a reward can be very strong. This is what we call the compulsion loop. Look into its anatomy.
Assassin’s Creed flow, motivation and reward
Why the reach high point system is used in most open-world games since the original Assassin’s Creed.
Zero-Sum Games for Game Design
Zero-Sum games is a very important concept for game systems as well as rewards, so here is my perspective on it, as well as examples on what it means for game design.
The difference between Pleasure and Fun
Biology can help us differentiate between pleasure and fun.
Fun and uncertainty
My definition of fun: The desired exploration of uncertainty.
Pleasure without learning leads to addiction
Pleasure is a natural motivator to learn, but skipping efforts and growth to focus on gratification can lead to addiction.