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Create free accounthello welcome welcome there you are you're even big on my screen as well how are you doing okay absolutely are you yeah not bad not bad thank you for being with us early it helps us just make sure that everything's smooth and going well i i understand because like i'm doing lecture you know uh digitally since the start of the corona so i know the importance of being a bit early yeah it's it's different isn't it i mean it's difficult for all of us we're all sort of learning as we go along but i think it's just great that i mean i don't just mean us but i mean the whole industry has been able to adapt quickly so that we can sort of keep all this information sharing keep the meetings and basically just keep the industry churning along whilst we ride out this storm but obviously as well we're all learning new lessons that we can use and apply
going forward um anyway yeah we'd like to say we've still got a few minutes so uh we might as well just uh you know make sure everything's right where are you based at the moment uh in milan in milan how how are things uh there at the moment has been the the most uh let's say infected city in italy so things are still very very slow at the moment so we can go out some shops open but you can't take you know public transportation for example too many people together the rest of italy actually is really fine i mean most of italy now it's perfectly fine milan will take i guess probably july june july to to end uh so that means so that means you yeah so that means you and milan and all the people there you can't enjoy the good weather at the moment we can't she's such a balcony well at least you have a balcony that's one of the things i've actually uh lamented uh of my time in lockdown is i
wish i had a balcony to enjoy the the summer it's here it's not here at the moment though sadly which is uh very frustrating but yeah uh one thing that i'm being reminded to to let you know as well is obviously you know it's one of the joys i think of of our digital talks we're not largely constrained by time so uh feel free to take your time don't don't feel like you need to rush anything we've got we've got flexibility as you uh as you know so uh yeah and um just before you start so if you want to get your stuff prepared i'm just going to do a few service announcements to everyone make sure they're all aware obviously to everyone in the audience i know we weren't um able to do any questions with facebook because they had to dash such as life at the moment but um you know hopefully diego you'll have time for some questions in the end so please do as you've been doing all after um all morning afternoon evening all track i should say throw your questions into the q a because i'll be coming back and me and diego will be going through some of the questions and answers trying to
eke out all those last bits of information out of your talk and obviously if you've just got general things to say you know thanks just uh any sort of chit chat we've obviously got the chat function down below and we've also got the discord as well which um i believe there is a link to the discord in there but i will ask my lovely uh track partner that is hidden away in the background to uh throw in the discord link for everyone again so that you'll all be able to keep going with the conversation obviously with discord you can have it open at the same time to zoom nothing to stop you doing that um so yeah i'm guessing you've got a um powerpoint to share or something yes there you go yeah great so yeah i mean um i know we've still got a couple of minutes but um if you've got all of that set up then that's that's great but i'll uh make sure that all of that's working in the meantime though like i say i'll just do a quick announcement to say to everyone don't worry don't go anywhere after diego we've got our panel and
obviously we'll have our q a and then we're going to be going through with all of our range of uh other events and i'm i'm guessing you'll be um well i'm saying guessing hopefully you'll have some time as well to jump into the discord after and join in with the chats with everyone i think it's the first like meet and match that i have it's like one o'clock if i remember right so i will be back perfect have you been using the discord at all while you've been uh well no actually i've been introduced to the discord today i didn't know it was present perfect i think that's the case for a lot of people it's obviously brand new for us but uh yeah i think a lot of people are using it so hopefully it'd be great to to jump into that and obviously all our announcements about things like our our yoga um i don't know do you fancy join in a bit of yoga i think it clashes with your meeting oh great okay i i honestly think that all developers in my that's my opinion listen should do like stretching and yoga because we sit down all day i know especially at the moment it's like really you know we're just
so clumped in together gosh knows where people are i mean you know um you know a lot of people will be sharing buildings they'll have children and stuff so it may be that you're hidden away in a tiny little room or you're even on your bed or something like that so it's you know i think it is the yoga's you know we all have a bit of fun and i think it's good to really relax but i think it's also important for everyone at the moment honestly i honestly think especially for back i do like you know i don't actually don't know in english how it's cool like salute to the sun yeah yeah yeah well yeah okay so i do like kind of desert size in the morning and things like that because i sit down all day and i have to sit down all day i mean that's kind of like my job requires to do so if i don't move or at least stretching a bit uh the back pain is terrible i know it does get a bit like that as well so i think yeah anyone who is uh free to join the yoga you should definitely uh consider doing that and it comes at a nice time we've got the break in between the tracks and everything else like that so uh yeah but uh i won't i won't hold you
any longer if you want to get your i think you know everyone here is ready for your talk so uh i think if you want to share your presentation i'll make sure it's working fine and then i'll slide off into the background and rejoin you for the q a so do i have to show the screen or do you want to show me the position no no if you share if you just share your screen it should come up fine okay just a second there we go so perfect i've got that up so i will uh shut up now and disappear into the background oh no so can i already start yeah please feel free to stop awesome so first of all thank you everyone for being here uh it's a pleasure and even if i don't see you uh thank you for your time so i'm digging cutie and if you have any question you want the slide you want to talk about it because it's 20 minutes so it's cramped it will be super fast there's lots of talk just add me on linkedin it's really cutey and i can pursue the slides we can talk if
you have any question whatever just do it i'm not gonna bite you also i'm far away so even if i want to i can't so who am i very very quickly at the moment i'm working with aiv aiv is the biggest game academy in uh italy we have more than 500 students each year i'm also the lead designer of cartel games which is a roman in the studio we are developing our fourth and fifth game a vr experience and an open world for pc and console i worked as consultant for ignition which is a publisher in which i helped to discover potentially new uh it or game that are in line with ignition vision i was the creative director of donai which is relevant for for this talk which is the first donation game in the world i worked for techland for bangladesh ii i worked for ubisoft for ghost recon
wildlands and mario plus rabbits i graduated in uk and that's my first experience with a very old and now failed video game italian company now i know what you think who cares and you're right no one cares so let's move and because there is lots to talk about so motivation let's start with motivation now motivation has lots of meaning has lots of ways being translated in the world uh but let's see the mainly the the motivation is divided in levels psychological safety love belonging esteem and self-actualization physiological motivation is not dying basically you want to eat you want to sleep you are motivating to reproduce they are all the physical requirements not to die and to fulfill your biological biological needs safety it's still linked to not dying but it's also about you know possessing things we have things uh well there was supposed to be a cap probably didn't see from the
virtual background we have things because they give us a sense of safety they give the idea that like well if things go wrong i still have that thing that can help me love belonging is no reproduction so it's not sex it's literally the idea of loving or belong to something belong to a company belong to a cause belong to a group esteem it's our vision of ourselves and self-actualization our dreams basically you know i want to be better i would like to become that one day my game will be played by millions of people things now when we are talking about digital motivation we are specifically talking about everything in this pyramid except physiological because at least at the moment video game cannot give physiological motivation they can't allow us to reproduce maybe a future pornographic game whatever or they can't feed us they can't uh let us sleep and things like that maybe in the future i don't know so when we're
talking about digital motivation we're talking safety love belonging esteem and specifically or not specifically sorry mostly self-actualization now there are two type of motivation that's it's i agreed by all uh psychological theory and all psychology there is intrinsic motivation which is usually is enjoyment purpose growth curiosity passion self-expression fun it's the idea that something is motivating because the act of doing it it's motivating itself so i don't know i like cleaning not because i want my house to be clean but because i like the act of cleaning moving my hands or i go to the gym not because specifically so i want bigger master i want to maintain my i don't know i want to lose weight but because the act of going to gym it's intrinsically motivating then there is a strengths motivation which is bonuses pay raise promotion benefit price perks winning basically it's a reward it's the idea
that something it's motivating because it has a reward you know you get more money you get famous you win something you get a promotion now usually what you hear about here around is that is drinking motivation is good and and strengthen motivation is bad so it's always good to you know to be motivated because yeah the joy of doing it that's the best thing ever and if i give you money instead they motivated you because i make you only relating it to money and instead if you have the joy of doing things that's always bad also good and instead if i give you uh a badge or a prize saying you are the best in the world at that then you're not motivated and things like that well is wrong okay it's wrong that's not how things work not at all now
both the motivation are good in strengthening motivation is good extreme motivation is good they are both good one is not better than the other they are different they serve different purposes they don't serve the same proposes still they motivate the player but for different reasons and in different way so they are used in different ways they aren't mutually exclusive that's another important thing so if i have a strength in motivation i can have extremely motivation and vice versa now sorry one is usually dominant okay so if something is highly strength motivated it can have the extremely motivation but less and something is highly interesting motivated you can have a strength in motivation but less but they can they are not like excluding each other now what they are good for in strategy motivation is great for creativity you know thinking outside the box a wicked solution imagination when you have to ask someone to think in a vacative way it's great for mastery
you know if you want someone to achieve mastery so become really really good at something in string team motivation is great if you want to achieve stickiness which stickiness can be for example for mobile a developer can be translated into retention if you want something to stick long for a player maybe they play for for a long time or they play for uh maybe not a long section but many months you need something that is sticking something that is a self-sustained because the joy of the activity is sustained it's social it's great for social you know collaboration um teamwork unite together for a goal that's all it's trinity motivation that's great that's good for that strength motivation it's great for compliance when you want people to do exactly what you asked them that's his external motivation so if i want you to invent something in strengthening motivation if i want you to follow these precise steps a strength motivation it's great for routine
you know if you want to transform something into a routine for the reason it's the habit loop the habit loop theory explain that you need extrinsic motivation strengthen motivation makes things into routine habit loop operand conditioning and feedback operant conditioning and feedback they are all based on a strength motivation incentivization if you want to uh to convince someone to start doing something that maybe they will enjoy but they don't know or they are not convinced they will enjoy strength motivation is great it's uh for the people who maybe is expert in sailing is the foot in the dark technique you know i give you this incentive to convince you something and then maybe you will discover that you like this thing it's also great for soul because the strength motivation push competition push the idea that i have to be good i have to be the best i have to get the prize so it's good for uh for that what they are bad for passion if you if you want this drifting motivation you need passion without there is no extremely motivation
you need lots of feedback give constant feedback this is good this is bad this can be improved this is how you're improving constant interaction between community and the developer or between the game and the player you need to be relevant because you want creativity you want autonomy you want to be relevant you know maybe i'm doing something together but i am a relevant part of this piece what is extreme motivation value you know something is strictly motivating as long as he has value because if you give me something like i give you five euros to you know work 300 hours in a day well that's not so motivating you know then fading the risk is that strength motivation fades away pretty quickly show off the synthetic motivation leads to a lot of show off because you know i want the best cup in the world then i want to show off the best cup in the world i want to prove that because it's my possession it's my proof now i know what you think is cool and
dandy but why it's relevant that's a great question so thank you guys for asking it and it's relevant because of ads now when we watch on mobile but not only on mobile because now ads and in general in-app purchasing and many other things related to monetization are not only mobile you know you can monetize console you can monetize pc you can monetize streamer you can monetize lots of things so most of the time ads especially interstitial ads are treated only as a strength motivation so the idea is like watch this thing and i give you something like a currency money special powers you know because i know that the app is boring is annoying you know so i have to stream motivating sorry i have to stream to motivate you into doing something that's why it's great the writing the foot part you know uh in just a second it was there we go
it's great for writing the food issue now how can we improve it now i want to show you very quickly super super quickly uh this video now in this video we're seeing sonic dash and the player is just lost there is a continued possibility the player does not take the control possibility it gets his reward which is daily challenge complete certain amount of rings and then there is the possibility to uh double the ring by watching an ad there we go this one has been as you can see the developer is pushing for this type of uh of a monetization because that type of monetization had kind of like a sparkle an effort to it you know to attract attention just in case you didn't see it now this is a very common type of monetization you know watch an ad and i double
your reward your effort it's pretty fine pretty working but it's only a string of motivation now can we do better that's what we asked when we did deny with the team that i worked on it and we wanted to do something better because the game was very challenging and we were really focusing on monetization and we thought okay that system works good but we can do better it was a question at the time so we really worked and what we developed was this system this system is a double your coin system so you say well diego you didn't do anything better actually it might seems but it's one time different in the system this system happens at the start of the game so the game is not ended this is the start of the game the player has to hold his finger in order to start the game and he has zero coming and this one will double the amount of coin that the player will get into this run so we did the design of these and
we i explained you quickly the design so there is a 33 chance that these things will appear so it's not always appearing let's say that usually in free ram one time it appears you to watch it you have to watch to activate you have to watch a full video ad once is active you double all your coins that you will get and we did abc testing where a was it's at the start b was it's at the end and c is it's not present at all what we get was a was seen be more way more than b so at the start people were watching it more a led to a slower economy than b because people got less money literally like they were doing it like doubling their money like at the end of 10 run they had earned less coin with this method uh a
led to a higher game play than b and c so people played for longer periods in the sense of not for uh the entire game but for the running time so the endless runner time most of user rated a less annoying than b the most competitive user were more annoyed by this system so in general the user appreciated more the very competitive user appreciated less now when these things happen and you uh you uh sorry user used more in chance last chance eat them in case you don't don't remember uh we saw them in the in the video with sonic when like you know you can watch a video to continue the run now when this thing happened that's what our reaction we were like shocked because the results were incredibly different like a so ever the the double the coin at the start of the round was incredibly more successful yes
some user well more annoyed but they will they minority in any case so we asked why did it work so well and the reason is because that ad does work on extreme motivation double the coin but also work on in strength motivation it works on both level now strength is major in this case and in strength in less as i say there are a dominant and a non-dominant one but it's present well before it wasn't present why it's present what did it cause it now one of the reasons in general in donaire we had the luck to be partnered with best friend which is the third largest uh npo in america and so there was an instrument motivation the idea that like by playing the game you are helping animals because you're generating resources that get donated to best friend animal society but that's what's true for every ad in the game it wasn't only for that specific account every ad in the game
generated through a donation so without that that's not enough so the real culprit was the sunken cost fallacy now if you don't know what a fallacy or bias is before explaining it it's a bias it's an inability or unwillingness to think or act rationally reasonably or sensibly in general is the idea that sometimes we make very irrational choices for reason and those reasons are called bias a fallacy is the same thing really it's just two way to say the same things which is a mistake belief especially one based on unsound arguments so the idea is that like we are human we think they are very very logical they are very rational but it's absolutely not true like it's been proved it's not true we are not rational i am not russian and you guys that are watching it you are not russian and fallacy and bias are these kind of likes self-circuits in our brain they make us divorce us in some way to make an uh logical or unlogic or unreasonable
decision they are caused by evolution society and chemicals it's there is many and they change but every one of us has them maybe we have some like some people have more of one and less of another but we are all affected all every single day now what is the sun can cost fantasy now the sun can cause policy is very simple it's the people demonstrate a great tendency of continue and end of our once an investment in money effort or time has been made what does it mean it means that once we work on something or we have paid for something or we invested time on something if then we discovered that that's something we don't like it as much as we thought or maybe we are not feeling motivating to do it then we will continue to do it because we are really invested time into it now uh one other way in which is called is the throwing good money after bad it's the idea that refusing to accept that we have lost that f for time or money and we can
continue to invest in here to give you an idea is that like imagine that you have paid 500 to go to an event and then you don't want to go but now you think well if i don't go i really waste 500 hours 500 then what you do is you pay an auto and plane to go to the event spending even more money and time on it for something that you don't want to do it because you weren't convinced by i don't want to waste my original investment that's also happened for example for cinema like you buy a cinematic kit and you don't want to go to the cinema and then you think oh because maybe you wrote you read that the movie is bad you go there you have the terrible time and you wasted the hour of the movie plus your time pass the money while it was way better more logical to just say okay i wasn't supposed to buy the ticket in the first place now why these things cause sunken coast i mean why does this thing does that well because after the player
has watched 30 seconds of a an app to double their money they invested 30 second of their life which means that their next round it must be good otherwise they wasted their time and that's where the sunken cause fallacy enters into the player mine now these make the players subconsciously playing better have a better experience because if they play bad that means they have wasted 30 seconds of their life they've wasted their investment they have to maximize their westman which means they have to play better and this explain the longer period of time they play for longer using also uh objects because once again if i do if i don't do enough money if i don't maximize my investment i wasted it the user other transit item because when they eventually lose now they are facing to okay if i lose now i gain 400 coins
because let's say that i gain 200 so they get double it's 400 but if i use another chance item then i can get even more coin and maximize my investment once again now this seems simple but it's not simple yes we got lucky too partially but we were aiming for something similar and this is how intrinsic motivation and fallacy can help you to develop better uh better monetization system than all not only monetize more because this was watched more and it was watched for longer and people were less annoyed by it but also to increase the motivation of your user the user didn't recognize this fallacy within themselves they just know that they play better and longer just by monetizing now where do you find this fallacy this bias large
theory and behavioral design are all based on fallacy and biases these are the book that i suggest now nudge is fantastic it's an economy book that won the 2017 nobel prize for economy and it's all about nudge drive is once again about nudge mainly but also touch a bit of behavioral design predictability irrational it's behavioral design which focus on fallacies how to how to not be wrong it's once again behavioral design and the undoing project is behavioral design if that's something that interesting and if you are interested in motivation that's something that should interest you then please read this book this book is sorry books now before qa just very quick thing sorry it's a bit longer i also work as a researcher on game design imagine vehicle design so if you have 10 minutes please take time to do this survey will grant help me already 500 people did it
it's just surveymonkey slash r slash game fancy so just remember r slash r game fancy it's a 10 minute survey and please if you have any question i am more than happy to to answer to it zoom it stopped of course stop shining there we go hi well thank you so much for a really interesting talk i think that was yeah really fascinating uh insight into all the different areas of you know monetization and motivation there's obviously sort of some deep psychological aspects into that as well to keep the players engaged so yeah just to remind everyone if you've got any questions uh throw them in we've got a little bit of time for questions uh in the meantime though um i wanted to ask something because i think it's well it's just interesting uh to me i suppose um but yeah i mean
looking at the um you know the the sunken time effect and and how that works do you think that that can actually i mean obviously we're looking at how to engage players more and keep them playing in your game but do you think that getting that wrong can also actually act as a as a barrier to to players within the game and cause people to sort of have a negative experience leave the game all of that even though you're you're trying to add something and it's not taking away from the initial experience do you think even if you get that adding stuff wrong it can sort of corrupt the overall experience absolutely yes and that's the reason why is very important then when you're using fallacies and bias you don't make them the majority uh then one of the main aspects of the design was that it happened one on the third so it's 33 chance because if you are doing it too many times then player start to feel that it's aggressive that it's imposing and they start to
kind of think about it while it is happening actually the minor of the time then of course it's random so you know it can happen three times in a row and not at nine times not in a row and in those differences but i said that usually it's one every three run it happens one every free run the player can enjoy the normal run see how much money they make and then also allow the fallacy to work even better because then they think ah maybe if this run was the one that invested the money into the double then i will be rich now and said i didn't have the chance to do it well if you happen every single run eventually they will also get around their bed and they only think i wasted my time i wasted my investment i think that you know balance between obviously wanting to monetize your title and being aggressive is a really clever balance that you know you've got to get and i think yeah some studios can get it wrong which yeah it can be a problem but we've actually as expected it always happens we've got a range of uh questions coming in now
and so i'm going to start with a jackie's question and she says hi diego great talk and do you do you advocate that developers consider monetization and ad placement as part of game design right from the start and if so do you only look at rewarded ads or other kinds of ads okay so first of all thank you for the question and thank you for the compliment and yes i think that if your game it's monetized based which is different than having a premium game has monetized element because it's a premium game so you make him modify the premium and maybe more money from the monetization if your game is monetized based then you have to design the monetization aspect within the game because if you're not doing that there are only really three possible so uh the things that happen you get lucky and you do it right but then it's still bad because if you get lucky that means that you can't produce it their same result again if you need in another game you get very unlucky and then your game gets as we're saying sophia is being marked as aggressive and block
players or it's not blocked blocking player by not making any money so rewarding ads and in general either type of monetization all of them they should include intrinsic motivation for example stealing donai uh everything that the player watched that generate revenue for us and in that case for best friend was linked to a second currency that we called the d points that stand for donation points and basically was an experience that's really what it was every time you watch an ad or you buy an in-app purchase you're also gaining this kind of experience point that unlock different things because that's what's creating a long-term goal for the player so you always have to think where i want to motivate where i want to monetize how much i want to monetize and especially what type of monetization because for example banners banners are not bad or good but they really depends when you put them like if you put a banner like i don't know exactly and you have ui there people gonna hate it like they're gonna hate it because
they have to watch ui all the time if you watch for example um how can i say uh you know i watching tracking videos but explain where people watch yeah if you watch that thing like any game literally any game that doesn't have diegetic ui you watch that one of the main areas that people always watch it's uh basically ui so one of the things that this tells you is that you should put banner in the opposite side of ui so in that way people will actually notice less and they will be less annoyed by it and that's something that you design with the game because you have to know where ui is going to be yeah exactly yeah and we'll go yes some other questions here if you've got time we've got um so someone's written we saw some great insight from romeo yesterday on psychology in advertising advertising do you think the game's industry is or should be paying more attention to how our minds work absolutely absolutely because uh for me game design it's not even it's
not even game design like what i teach to my students is the game design is actually interactive media design because anything that is interactive has done something to do with the game because at the end of the day how we define games is by interactivity like what is a movie well it's non-interactable video what is a game is an interactable image in some way and uh the real problem is that our minds is what dictates our interaction you know i buy this shirt or i wear this shirt because my mind tell me to do i have this giant cap for other reason for example i have this cup because i have to drink more and i don't drink enough it's gigantic sorry that you can see it it's really big and i trick myself into doing it because if i have this giant cap and until i finish it i know that i still have to drink so we have to design how we interact with the player because by designing how they think about the game and how they interact with the game we can manipulate them and i know it sounds wrong saying that but we also can do
that in a good way like we give a super super simple example in movies they do that all the time you know in movies dialogues are primed priming is the idea that if you say certain words people will think certain things to basically give you the idea of something is going on for example evil guy should do something within something evil within two minutes of the first time he happened off screen if you do that our brain records that as bad and now here cause that is a bad guy and so it should be you know punished that's great if i want to help the player understand who is a bad guy i should use this system too within the first two minutes in which i present the bad guy something done by the bad guy should be visible to the player yeah i mean yeah the using psychology you know i say using that sounds too manipulative but you know being aware of it for both positive and negative reasons is obviously really important but you know one thing that chris has asked is and i think is very important especially in today's world is about the ethics of
it and so chris has said there's been concern in recent years about game addiction and casino-style tactics in monetization via loot boxes and the like and there's a constant threat of harsher regulation so how do you think developers uh use psychology but still act ethically and i suppose you've touched on that in areas but they do it is actually very very interesting question and the question for me is that like every media tv every media it's basically fighting for the same thing from from the user which is attention okay we're fighting for tension i want you to pay attention to my game and not pay attention to other game and the movie wants to pay attention to his movie instead of another movie and tv and whatever and books so everything is paid for attention now the more the media are evolving they know they are learning how to fight for attention and as i say sadly bias and fallacy explain you that even if you know them you are susceptible to them so you can't really you know avoiding them so if i can use uh bias in a very bad way i can lead
easily to addiction and gain addiction a movie addiction any kind of addiction really that is not physical once again because physical is outside from the digital world the problem here what is the etiquette the attic is that you should always think that you should still improving the player experience if you are not really improving the fire experience in any way with your monetization then you are just predatory about it which one too predatory about it can be fine because at the end of the day you know you have to make money you have to produce something but like let's say that if 70 80 of all your monetization technique don't improve the player experience that's wrong you should have like something like 40 of purely monetization technique the other should be monetization they make linked to your uh your gameplay or enhancing your gameplay and saying goes for the announcing like if you have a gameplay and you're thinking oh if i reduce the experience i can monetize it then it's still unethical because you're
saying i'm i know that my experience is good and now i'm making bad in order to monetize for the people who wants it good you should aiming to have it good and then announcing it and then i have a small a bit which they don't really enhance but at least once again as i said the eyes they are not so annoying the ice thing was about i know that people watch eye watch ui so i put it in the area they watch less yeah so it's still present but it's not as annoying yeah definitely and i suppose that that touches in on one of the other questions here which is is there a danger that we are led by psychological tricks over creative design and this is that's kind of just what you said in another way is you know you've got to get that balance right well we've got one last question in here which and you know we've still got a minute so i think although feel free to carry on with your answers as long as you want but uh i wanted to yeah just get this one in in time and so we this person says you said that games can't give psychological motivation to players but what but would the possibility of generating real money through the game give access to that
motivation too oh okay that's very interesting now with blockchain and everything like that of course now there is a new layer which is actually i can get paid though i can generator revenue because of course depends on the business model of the company's planning but let's say i can get paid in some way to to play the game now that's once again it's good but it's extremely motivation and sorry if you can reshare the screen very very sure of course just a second this one the the risk like extreme motivation as i say it's great and there's nothing wrong with it as like point was not uh be convinced by it's bad but the problem is that extreme motivation is good for routine and interest compliance and incentivation but it's really bad in the area of uh just a second it's in the area of feeding and value so what it means is that and i
think that's happened to you know everyone in our life if you add any you know employee job so when you are not the boss when you are one the employee right right yeah which one is the boss sorry that's the employer the employer okay yeah so when you are not the employer so your employee it happens and maybe at the start you know you started to working on something and you say oh that's great you know i love it and i get paid let's say five years whatever i don't know and then one hour one year later whatever you start thinking i should be paid more for that you know because i deserve more and that's totally right this is the value this is the problem with extremely motivation value and fading are very aggressive so the problem with extremely motivation in the sense of generating money within the game is the fact that you have to find a way that's very difficult in which the value that the money that the the currency that the player generates increase over time because let's say play one hour of a game and be paid five hours it's
good for the first 10 hours 20 hours 40 hours but eventually your player will start to think no if i have to play this game i have to play i have to be paid more out of it because the the value fades off and if you can manage to do that you know to have a over increasing economy and always increasing that's great that's fantastic but if you don't have that then you're risking it that uh eventually when the the value received and effort perceived because this effort perceived is not really effort it's this and as soon this happened your player gonna leave because now your game it's purely a revenue thing that you do yeah yeah exactly well thank you so much i mean i know we've run a little over but it was just so fascinating that you know i think i mean for me obviously uh i studied psychology a long time ago so it's it's it's fascinating for me and i love these sorts of topics so thank you so much for sharing and for your time oh no no uh and obviously
we've got the discord so if anyone wants to jump in and uh ask some other stuff then uh you know please i don't know head uh over there and join diego in the uh in the discord so as i say if you have any question you want the slides whatever just ping me on linkedin and yeah the linkedin's in the chat there as well and but no honestly thank you so much that was a fascinating talk i enjoyed every minute of it so thank you thank you bye bye
Game design relies on a sophisticated interplay between intrinsic and extrinsic human motivations to foster engagement and long-term retention. While intrinsic drivers such as mastery, creativity, and social connection are essential for deep player investment, extrinsic motivators like rewards and structured goals are equally vital for guiding behavior and ensuring compliance with game mechanics. Rather than viewing these psychological drivers as mutually exclusive, successful design integrates both to address the diverse needs of the player base, ensuring that routine tasks remain satisfying while complex gameplay remains compelling.
Monetization strategies are most effective when they align with these psychological foundations rather than functioning as disruptive add-ons. By strategically placing advertisements at the beginning of a session rather than the end, developers can leverage the sunk-cost fallacy, encouraging players to commit more time and effort to justify their initial investment. This shift not only improves key performance metrics but also transforms the advertisement from a point of friction into a catalyst for extended gameplay, provided the experience remains rewarding and coherent.
Sustainable monetization requires embedding these psychological principles into the core design process from the outset. To avoid predatory practices that lead to player churn, developers must prioritize value-added mechanics that enhance the user journey rather than creating artificial barriers. While extrinsic rewards can successfully drive initial acquisition, they must scale proportionally with player effort to maintain long-term interest. Ultimately, the most successful models are those that treat monetization as a seamless component of the game’s ecosystem, balancing commercial objectives with the psychological satisfaction of the player.
Two & a Half Gamers · 2026
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