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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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来源信息

仓库
rbergman/dark-matter-marketplace
最近来源活动
2026年8月8日 17:56
检测到的 SKILL.md 语言
英语
星标
11
分支
5

安装方式

默认使用会先检查来源的 Prompt;你也可以切换为直接命令,或下载本地副本。

检查来源文件

决定是否安装前,请先阅读 SKILL.md,以及 SkillsMP 当前展示的配套文件。