What keeps you going
Unique Personalities
Designing for player attention
Affecting the mind
100

This type of motivation comes from rewards and/or punishments.

Environmental/extrinsic motivation

100

This occurs when people hold conflicting beliefs or experiences.

Cognitive dissonance

100

During this high/stakes in-game activity, designers should be careful not to show too much important information, as the players attention is already occupied.

What is combat?

100

This is what it's called when one is focussed on a task, they can be completely unaware of unexpected events happening infront of them.

Inattentional blindness

200

This is the motivational state that occurs when challenge and player skill are balanced, leading to deep immersion.


What is flow?

200

This can come from long-term goals, teamwork, narrative impact or mastery.

Meaning in games

200

To highlight important game information, game designers can use both visual cues and this, to make sure the player notices it.

What are visual cues?

200

This effect shows interference in information processing when irrelevant information to be filtered out to be able to direct attention to relevant information.

Stroop Effect

300

This is what it's called when one is motivated to do a task even though they wouldn't gain anything from completing it.

Intrinsic motivation

300

These are the big five personality traits

Openness, conscientiousness, extraversion, agreeableness and neuroticism

300

This design principle suggests using contrast, motion, color, or sound to make important objects or UI elements stand out.

What is salience?

300

This effect defined by Colin Cherry allows one to focus on what someone is saying and filters out all other conversations.

The Cocktail Party Effect

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