EXP fighting posts are giving me ebolasidacancer.
- Quests
If people perceive they are progressing towards a reward, even if that
progress is artificial/illusionary, they are more likely to be
motivated to obtain the reward (just one more turn…) [29].
- Blue Mobs
Rewards that are unpredictable (loot drops) are generally more motivating than rewards that are predictable (100 xp per monster) [21-23].
- EXP complains
People tend to have a preference for immediate rewards and feedback
and are not so motivated by delayed rewards and feedback. This
preference for immediate gratification is strongest when young, but
persists throughout life [24-26].
People have somewhat of a bias towards large numbers. Therefore to some extent will prefer, and be more motivated by, a system where they earn 100 xp per monster and need 1000 xp to level up over a system where they earn 10 xp from a monster and need 100 xp to level up [29, 31].
Nothing to do here hahahahaha.
- Some elitism

Feelings of mastery, self-achievement, and effortless high performance
appear to be quite rewarding, if somewhat more difficult to achieve
than other types of reward [35-37].
- Rare drop
There also seems to be an increase in the activity in the dopamine
system when a reward is unpredictable (like a random loot drop in a
game). That dopamine activity increased most when an
animal was expecting or learning about an unpredictable reward appears
to make sense if dopamine is about learning. After all, if a reward
appears to be unpredictable then you should pay more attention/try and
learn about what signals the reward so you can work out how to better
obtain that reward in the future [16].
Well i think they were doing a psychological profiles and tracing gamer tendencies. For our own benefit.
“More and more companies are starting to see the value in hiring psychologists or folks with a background in psychology,” says Mike Ambinder, PhD, an experimental psychologist at game design company Valve. Because the application of psychological principles to game design is so new, there is the opportunity to be a pioneer in this field.
And for those psychologists who are already part of the gaming industry, the research possibilities are vast.
“When I tell people I work in video games and that I have a doctorate in
research psychology, they usually wait for the punch line,” he says.
“But anyone with a passing interest in behavioral research knows that
games represent a unique opportunity to observe, measure, analyze and
interpret human behavior.”
“A good game has people coming back for more, especially if they ‘fail’ the first time,” says Nichols. “This is one of the most interesting research questions about video games — what is it about the game that makes us come back? What makes these systems engaging, exciting, compelling and fun? And what makes some not fun?”
Seriously games makes money and they have psychologists as consultants for those things.
