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Anonymous /v/713805324#713813969
6/27/2025, 6:56:22 PM
This article is from 2001.
https://www.gamedeveloper.com/design/behavioral-game-design
It was written by John Hopson.
>John Hopson is the head of User Research at Bungie and has been the lead researcher for a wide variety of games ranging from AAA blockbusters (Halo, Age of Empires) to small indie games (Trials HD, Shadow Complex). He's also the author of a number of articles on the intersection of research and games, including the infamous 'Behavioral Game Design'. John holds a Ph.D. in Behavioral and Brain Sciences from Duke University and is currently the chairman of the IGDA Games User Research SIG.

Parts that got cropped in this screenshot:
>Some common terms in behavioral psychology as they apply to game design considerations:
>Reinforcer: An outcome or result, generally used to refer to a reward. Examples: an experience point, winning a level, a bigger gun.
>Contingency: A rule or set of rules governing when reinforcers are given. Also referred to as a schedule of reinforcement. Examples: a level every 1,000 experience points, a bonus level that is only available if you kill a certain opponent.
>Response: An action on the part of the player that can fulfill the contingency. This could be killing a monster, visiting an area of the game board, or using a special ability.

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