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(Created page with "These techniques are often referred to as "dark patterns" in game design. Here are a few: # '''Skinner Box or Operant Conditioning Chamber''': This technique is named after the psychologist B.F. Skinner and involves providing rewards at random intervals. This can create a compulsion loop, where the player performs an action, receives a reward, and then repeats the action in hopes of receiving another reward. This is often seen in games with loot boxes or random rewards....") |
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# '''Artificial Scarcity''': By making certain items or rewards available for a limited time, or making them hard to get, games can create a sense of scarcity that makes these items feel more valuable. | # '''Artificial Scarcity''': By making certain items or rewards available for a limited time, or making them hard to get, games can create a sense of scarcity that makes these items feel more valuable. | ||
# '''Variable Ratio Schedule''': This is a powerful schedule of reinforcement where rewards are given after an unpredictable number of actions. This is seen in gambling and is also the principle behind loot boxes in video games. | # '''Variable Ratio Schedule''': This is a powerful schedule of reinforcement where rewards are given after an unpredictable number of actions. This is seen in gambling and is also the principle behind loot boxes in video games. | ||