Abstract
This article describes how goals and reward structures shape player motivation in games, distinguishing between challenge-driven players who enjoy skill development and content-driven players who want narrative and aesthetic experiences. The author argues that while goal-based design is useful for teaching skills and guiding play, it can also limit enjoyment and accessibility.
Preservation Process
Archived from https://github.com/NickSzydlowski/switch.
Recommended Citation
Higham, Kelsey
(2011)
"Stop Putting the Hero’s Journey in a Skinner Box,"
SWITCH: Vol. 27:
No.
2, Article 4.
Available at:
https://scholarworks.sjsu.edu/switch/vol27/iss2/4