UX Research - Getting users to play
Getting users to initial play and return to a game is of utmost importance when the gameplay is either to continue progression to the end of an experience or short periods of play over long periods of time. It has been observed that there are two main motivation models that contrast from each other the initial operant conditioning, mainly Variable Interval Reinforcement discovered by Ferster and Skinner (1957) this method of giving rewards is unpredictable and due to this the user is more likely to check if they will be rewarded for their actions. Secondly the other motivation type is Self Determination Theory (SDT), this is an internal motivation type that does not rely on external rewards, but instead on the betterment of a skill, social status and the control of ones life (SDT) ...