http://www.gamasutra.com/view/feature/3085/behavioral_game_design.php##
The article discusses the aspect of how people create video games by using psychology to develop the game around the player. It starts with using contingencies and schedules. A "rule or set of rules governing when reinforces are given." For example, in role playing games, as a player progresses a person might be rewarded new items and experience points to continue playing.
In video games, there are also ratio schedules which only provide a certain reward after specific task have been completed. An example would be a fixed ratio schedule. This schedule involves when a task is given to be completed then there is more incentive to achieve that challenge after the player wants to gain the reward. However this schedule has complications because waiting for a certain amount of time to gain a reward can cause players to not want to play anymore. That is why the less actions the better because there is less wait to gain the reward and no need for the gamer to walk away
The article discusses the aspect of how people create video games by using psychology to develop the game around the player. It starts with using contingencies and schedules. A "rule or set of rules governing when reinforces are given." For example, in role playing games, as a player progresses a person might be rewarded new items and experience points to continue playing.
In video games, there are also ratio schedules which only provide a certain reward after specific task have been completed. An example would be a fixed ratio schedule. This schedule involves when a task is given to be completed then there is more incentive to achieve that challenge after the player wants to gain the reward. However this schedule has complications because waiting for a certain amount of time to gain a reward can cause players to not want to play anymore. That is why the less actions the better because there is less wait to gain the reward and no need for the gamer to walk away