Game Development Reference
Fig 4.16 Player action versus game
for teaching the most relevant behaviors to participants under voluntary
circumstances; that is, people wanting to be conditioned are open to
behavior management techniques that will teach them to behave in the
most appropriate way to succeed. These techniques include the following.
This is a situation in which positive behavior is followed by positive
consequences. For example, when players complete a challenge
successfully they are rewarded with something that influences their
future game play progress in a good way. This could be in the form of
gaining new powers or abilities, getting money to spend in the game
environment to better their status, or simply getting points. This type of
reward keeps players motivated to continue playing for more reward.
This occurs when positive behavior is followed by the elimination of
negative consequences. For example, if a player is in harm's way and can do
something to get out of the situation, the removal of the continued harm is
a reward. Such a situation will happen when a player being fired upon in a
FPS stops being fired upon when he takes cover. This reinforces to the player
that hiding and ducking is a desirable behavior to keep the character alive.