CRE342 · Week 1
Ulster University CRE342 · Game Mechanics & Gameplay Design · Week 1

Player psychology,
motivation & behaviour

Who plays, why they play, and how design shapes what they do

BSc (Hons) Game Design & Development

Think · 30 seconds

Why do you play the games you play?

Not which games. Why. What do you get from them?

0:30 click to start · tell the person next to you
Today

By the end of today you can…

01

Explain how players think

Perception, decision-making, problem-solving and memory, and what each means for design.

02

Compare player models

Bartle's four types, Yee's components and the Quantic Foundry profile.

03

Apply motivation theory

Self-determination theory, and intrinsic vs extrinsic motivation, to real mechanics.

04

Judge behavioural design

How games predict, influence and encourage behaviour, and where that becomes a dark pattern.

The route

Five stops

01

How players think

Perception, decisions, memory, emotion

02

Who plays

Bartle, Yee, Quantic Foundry

03

Why they play

Maslow, SDT, intrinsic vs extrinsic

04

Shaping behaviour

Loops, rewards, cues, dark patterns

05

Engagement

What it's made of, and where it leads

01

How players
think

Cognitive processes and emotional responses

Player psychology

The player is the other half of the system

A game only exists when someone plays it. To design well we need to understand four things:

Cognitive processes

How they perceive, think and remember

Emotional responses

What they feel, moment to moment

Player types

What different players are after

Motivation

Why they start, and why they stay

Colourful illustration of a human head in profile
GDnD wiki · Player-Centric Design
Line drawing of the senses feeding into a brain
Perception

What gets in

Visual

Colour, shape, contrast and space. Red means danger, glowing means "pick me up", and big means important.

Auditory

Music sets the mood; cues warn and confirm. You often hear the enemy before you see it.

Tactile

Rumble, adaptive triggers, resistance. The DualSense makes a bowstring feel tight.

Thinking and understanding

Players build models of your game

  • Mental models: an internal picture of how the world and its rules work. Players test and revise it constantly.
  • Pattern recognition: spotting the boss's tell, the enemy's route, the puzzle's trick.
  • Strategic thinking: planning ahead from the current state of play.

When the game breaks the player's model without warning, it feels unfair.

Hands solving a Rubik's cube
Decision-making

Every choice is designed

Choice architecture

How options are framed and ordered changes what people pick: the default, the highlighted button, the "recommended" build (Thaler & Sunstein, 2008).

Risk vs reward

Players weigh gains against losses, and losses hurt about twice as much (Kahneman & Tversky, 1979). Losing an hour's progress feels far worse than gaining one.

Heuristics

Mental shortcuts for fast decisions: "red barrels explode", "the chest in the corner is worth it".

A man thinking with his hand on his chin
GDnD wiki · Cognitive Biases in Games
Problem-solving and memory

Working memory is small

Working

What you're using now: about four chunks (Cowan, 2001).

Long-term

Controls, strategies, lore. Built by practice.

Recognition

"I've seen this icon." Cheaper than recall.

Players solve problems by analysis, creativity and trial and error, and all three lean on memory.

Design implication

Teach one thing at a time. Keep the HUD lean. Use icons players already know. Don't make them remember what the game could show.

A tree shaped like a human head
Lazzaro (2004) · four keys to fun

Emotions are what players remember

Hard funMastery

Overcoming a real challenge.

fiero, frustration
Easy funCuriosity

Exploring, fiddling, role-play.

wonder, surprise
Serious funAltered state

Playing to change how you feel.

relaxation, excitement
People funTogether

Playing with and against others.

amusement, schadenfreude

Map the warm-up answers onto these four. Which key is missing from the board?

GDnD wiki · Lazzaro's Four Keys to Fun
02

Who
plays

Player types, and why boxes aren't enough

Bartle (1996)

Four types, two axes

From players of MUDs, the text-based ancestors of MMOs. Do you prefer to act on or interact with the world or other players?

The types form an ecosystem: Killers need people to fight, Socialisers need people to talk to, and too many Killers drive everyone else away.

Killers act on players Call of Duty: WarzoneLeague of Legends Achievers act on the world World of WarcraftCandy Crush Saga Socialisers interact with players Animal CrossingAmong Us Explorers interact with the world Breath of the WildNo Man's Sky Acting Interacting Players World
GDnD wiki · Bartle's Taxonomy of Player Types
Use it, but carefully

Useful vocabulary, poor measuring instrument

One population

Built from MUD players in the 1990s: one genre, one decade, mostly one demographic.

Boxes, not blends

Most people are a mixture that shifts with the game, the mood and who they're playing with.

Never validated

It was an observation, not a test. Bartle himself later extended it to eight types (2003).

So researchers moved from four boxes to continuous dimensions, measured with questionnaires.

Yee (2006) · a survey of 3,000 MMO players

Three components of motivation

AchievementGetting ahead

Advancement · mechanics · competition

SocialBeing together

Socialising · relationships · teamwork

ImmersionBeing elsewhere

Discovery · role-play · customisation · escapism

The difference from Bartle: these are scores. You can be high on all three, or none. And they came from data.

Quantic Foundry · Gamer Motivation Model

Six clusters, twelve motivations

Action

DestructionExcitement

Social

CompetitionCommunity

Mastery

ChallengeStrategy

Achievement

CompletionPower

Immersion

FantasyStory

Creativity

DesignDiscovery

Take the free profile: quanticfoundry.com. Your result is a shape, not a label.

03

Why they
play

Needs, motivation and the reward trap

Maslow (1943)

A hierarchy of needs

Physiological needs at the base, then safety, love and belonging, esteem, and self-actualisation at the top. Lower needs must be met before higher ones matter.

In games

Survival games climb it literally: food and shelter first, then safety, then a base, a clan, a reputation.

But

It's a loose fit. Where does "forming an alliance to survive a raid" sit? People chase belonging while hungry all the time. Handy for pitching, weak for designing.

Maslow's hierarchy of needs as an icon pyramid
Self-determination theory · Deci & Ryan

Three needs that make play feel good

Someone tying their own shoelaces
Autonomy

“I chose this”

Meaningful choices, freedom of approach, no railroading.

A compass pointing to the word competence
Competence

“I'm getting better”

Challenge that fits, clear feedback, visible growth.

Two hands joining jigsaw pieces
Relatedness

“I matter to others”

Co-op, guilds, companions who remember you.

GDnD wiki · Self-Determination Theory and Player Psychology
Ryan, Rigby & Przybylski (2006)

SDT predicts who keeps playing

The finding

Across several studies, players' sense of autonomy and competence predicted how much they enjoyed a game and whether they wanted to play again, more than genre or graphics did.

Also mattered

Intuitive controls (you can't feel competent fighting the controller) and presence, the sense of being in the game world.

Design test: for every mechanic, ask which need does this serve, and which might it undermine?

Malone & Lepper (1987)

Intrinsic vs extrinsic motivation

Intrinsic · the activity is the reward

Challenge · curiosity · control · fantasy, plus cooperation, competition and recognition.

masterypurposefunautonomyrelatedness

Extrinsic · the reward is outside the activity

Points, prizes and status you get for doing it, whether or not you enjoyed it.

pointsbadgesleaderboardslootmoney

Most games mix both. The question is which one is doing the work.

GDnD wiki · Reward Systems Design
The overjustification effect

Paying people to play can kill the fun

Children who loved drawing were promised a certificate for drawing. Later, with no reward on offer, they drew less than children who'd never been rewarded (Lepper, Greene & Nisbett, 1973).

Across 128 studies, expected, tangible rewards reliably undermined intrinsic motivation (Deci, Koestner & Ryan, 1999).

Controlling reward

"Do this and you'll get that." Play becomes work.

Informational reward

"Look how good you've got." It feeds competence.

So

"Just add points" is not a design.

GDnD wiki · Overjustification Effect
04

Shaping
behaviour

Predict, influence, encourage, and where to stop

The designer's toolkit

Predict · influence · encourage

Predict

Know them

Player models
Data analysis

Profiles and telemetry show what players actually do.

Influence

Guide them

Progression systems
Feedback loops
Challenges & quests
Encourage

Reward them

Reward structures
Social incentives
Behavioural cues
Positive loop success feeds success win gain get stronger win more Monopoly · MOBA snowballs Negative loop the game pulls back fall behind get help catch up stay close Mario Kart items
Feedback loops

Snowball or catch-up?

Positive loops reward the leader and end games decisively, but can feel hopeless from behind.

Negative loops keep things close and tense, but can feel unfair to the skilled player.

Most good games use both, deliberately.

GDnD wiki · Game Balance
Reward schedules · Skinner

When the reward arrives matters

Every so many actions (ratio)
Every so much time (interval)
Fixed

Fixed ratio

Level up every 1,000 XP. A burst of effort, then a pause.

Fixed interval

Daily login bonus. Players turn up on schedule.

Variable

Variable ratio

Loot drops, gacha, loot boxes. The most persistent behaviour, and the hardest to stop.

Variable interval

Random world events. Players keep checking in.

Behavioural cues

Guiding without telling

Light

Players walk towards light. A lit doorway is an instruction.

Colour

Yellow paint on climbable ledges; red on things that explode.

Sound

A chime near a secret; music that shifts when danger is close.

Shape

Level geometry that funnels the eye and the feet.

Good cues feel like your own idea. Heavy-handed cues take away autonomy.

GDnD wiki · Player Guidance
Zagal, Björk & Lewis (2013)

Dark patterns: design against the player

Temporal

Your time

Grinding; playing by appointment ("come back in 4 hours or your crops die").

Monetary

Your money

Pay to skip the grind the game created; paying to beat your friends.

Social

Your friends

Spamming contacts for lives; guilt when you let your team down.

Pair · 60 s

Where is the line between engaging and exploiting?

1:00
GDnD wiki · Dark Patterns in Game Design
05

Engagement

What it is, and what it's made of

Engagement

Involved, interested, invested

How far players are involved, interested and emotionally invested in a game: their motivation to keep going, their absorption in the world, and their commitment to its goals.

Look at the faces. These are stock photos, but nobody needed to tell them how to look.

A child in headphones playing with a controller
Young adults playing games together
Older adults laughing while playing a video game
Two children concentrating on a game
Key components

What engagement is made of

Immersion

Feeling present in the world and involved in its activities.

Emotional connection

Excitement, satisfaction, empathy with characters.

Agency

Meaningful choices that change the world, the story or the outcome.

Active participation

Decisions, problem-solving and skill-building, not just watching.

Techniques for immersion

Believable worlds and sound · stories that make you care · first-person or close third-person camera.

Techniques for agency

Meaningful choices · visible consequences · more than one way to solve a problem.

GDnD wiki · Player Agency
Next week

Engagement at its peak: flow

Why challenge has to match skill, what immersion is made of, and what breaks both. You'll test it on yourselves.

Before then: take the 12-question Hexad user type test and note your top type. You'll need it in the practical. Optional: the Quantic Foundry profile too.

GDnD wiki · Flow
Take away

Five things to remember

Players have limited attention and working memory. Design for it.

Player types are profiles, not boxes. Bartle gives vocabulary; Yee and Quantic Foundry give data.

Autonomy, competence, relatedness. Ask which need each mechanic serves.

Controlling rewards can crowd out enjoyment. "Just add points" is not a design.

Behaviour design has an ethical edge. Engage players; don't exploit them.

References

Bartle, R. (1996) 'Hearts, clubs, diamonds, spades: players who suit MUDs', Journal of MUD Research, 1(1).

Bartle, R. (2003) Designing Virtual Worlds. Indianapolis: New Riders.

Cowan, N. (2001) 'The magical number 4 in short-term memory', Behavioral and Brain Sciences, 24(1), pp. 87–114.

Deci, E. L. (1971) 'Effects of externally mediated rewards on intrinsic motivation', Journal of Personality and Social Psychology, 18(1), pp. 105–115.

Deci, E. L., Koestner, R. and Ryan, R. M. (1999) 'A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation', Psychological Bulletin, 125(6), pp. 627–668.

Kahneman, D. and Tversky, A. (1979) 'Prospect theory: an analysis of decision under risk', Econometrica, 47(2), pp. 263–291.

Lazzaro, N. (2004) 'Why we play games: four keys to more emotion without story'. XEODesign.

Lepper, M. R., Greene, D. and Nisbett, R. E. (1973) 'Undermining children's intrinsic interest with extrinsic reward', Journal of Personality and Social Psychology, 28(1), pp. 129–137.

Malone, T. W. and Lepper, M. R. (1987) 'Making learning fun: a taxonomy of intrinsic motivations for learning', in Snow, R. E. and Farr, M. J. (eds) Aptitude, Learning, and Instruction, vol. 3. Hillsdale, NJ: Erlbaum.

Maslow, A. H. (1943) 'A theory of human motivation', Psychological Review, 50(4), pp. 370–396.

Ryan, R. M. and Deci, E. L. (2000) 'Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being', American Psychologist, 55(1), pp. 68–78.

Ryan, R. M., Rigby, C. S. and Przybylski, A. (2006) 'The motivational pull of video games: a self-determination theory approach', Motivation and Emotion, 30(4), pp. 344–360.

Thaler, R. H. and Sunstein, C. R. (2008) Nudge. New Haven: Yale University Press.

Yee, N. (2006) 'Motivations for play in online games', CyberPsychology & Behavior, 9(6), pp. 772–775.

Zagal, J. P., Björk, S. and Lewis, C. (2013) 'Dark patterns in the design of games', Proceedings of Foundations of Digital Games 2013.