Rewards are a natural part of games and gamification. They appear to create the motivation to engage in a given behaviour. This is true pf many things. Most (if not all) games systems have a reward involved from board games, to digital games, and even other things that have been “gamified”.
Rewards can be either intrinsic or extrinsic. Intrinsic rewards in games are where the player engages in the action for the simple enjoyment or pleasure of the task. Extrinsic rewards are those that would grant a reward that does not have application to the immediate task, eg grinding away in World of Warcraft (WoW) for that one amazing sword you must have. Both types of rewards have their values.
In Extra Credits Season 6 Episode Intrinsic or Extrinsic they discuss the ideas of both motivations. The narrator notes that all games should be made wholly with intrinsic rewards, were playing the game would be its own reward. While this is a great idea I find that this would not really appeal to me. Whilst I am not the first person to shoot my hand up to grind out a day for an awesome shield or some other similar reward, I see and feel the appeal. The narrator does come to note that building wholly intrinsically motivating games is unlikely.
Val Teixeira (2013) hits the nail on the head, different people are have different motivations. Some people are motivated by extrinsic rewards, while others are a motivated by the intrinsic nature of games. Which brings to mind the Bartle player types, perhaps the style of player influences motivation? What is more interesting perhaps is to what extent each gamer is motivated to engage with the game where only extrinsic rewards are presented.
Back to gamification, one of the most common methods of this is the application of badges, trophys or other such rewards to non-game processes. These are always extrinsic rewards. So, why for so many people do they stay engaged when clearly there is no intrinsic motivator? An answer I’d like to know. Recently Steam released a new method of extrinsic rewards, cards. It motivates gamers to play certain games in order to attain digital cards. Cards are not, by default, available for all games. It will be interesting to see the development of Steam cards over time. Not just of the community but the patterns of play. Will frequent gamers abandon the games they have put hours into, just to start playing new games that offer them opportunities to get the cards?
Further Reading
Games and motivation
Reward Systems
Bartle Player Types
Resources
Penny Arcade (2013) ‘Episode 01 – Intrinsic or Extrinsic’ Extra Credits, Season 6. Accessed 18/07/2013.
Val Teixeira (2013) ‘Rewarding players’ Boardgamegeek.com. Accessed 18/07/2013. http://boardgamegeek.com/blogpost/21342/rewarding-players
Valve (2013) http://store.steampowered.com/news/10946/