Competency and complacency; where do we draw the line?

Designing games, and more specifically gamified experiences, requires considerations about the type of reinforcement and feedback that the player is given, as well as how and when. Too much or too little and they may lose interest. Ideally, it is about balancing the two to keep the player challenged and happy. To begin, let us think about how people are motivated and engaged.

So, you've created a game and you have your first player. At this point, you hope that you will be able to keep them, that they will continue to come back; and if you're lucky, they will share news of their wonderful experience to their friends, and other inhabitants of the Internet. If you extend this to your commercial ...

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