Achievement |
Non-competitive. Also includes general success in completing objectives |
Achievement, challenge, Advancement, Mechanics, Being stronger, Rare items, Meta-game rewards |
Behavioral game mechanics |
Game-driven regulation, Alerts, Behavioral tracking, Exit points, Timed rewards, Fast loading times |
Environmental |
Forces outside the scope of the game’s design |
Content-driven, family/parent driven, outside needs & responsibilities |
Habit |
Habit |
Immersion |
The feeling of being one with the game |
Narrative, Look and feel, Interface, Autonomy, Customization, Role-playing, Discovery, Fantasy |
Mood regulation |
Arousal/enjoyment, seeking diversion or distraction, escapism |
Novelty |
New or interesting aspects of the game |
Self-regulation |
Self-regulation |
Social |
Social interaction, relationships, teamwork |