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motivation-design

Why players return, and where the ethical lines are: Self-Determination Theory, the six motivation profiles, reinforcement schedules, pity and bad-luck protection, intrinsic versus extrinsic reward and the overjustification effect, loss aversion, collection drives, social motivation, and dark-pattern guardrails. Use when designing rewards, loot tables, achievements, daily systems or social features, when retention drops after the first hours, or when players say 'there's nothing to work toward', 'I have to play every day or fall behind', or 'the rewards feel pointless'. For the underlying curve math use progression-systems.

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Source facts

Repository
rbergman/dark-matter-marketplace
Last source activity
August 8, 2026 at 17:56
Detected SKILL.md language
English
Stars
11
Forks
5

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