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What is In-Game Rewards

Handbook of Research on Effective Electronic Gaming in Education
The payoffs a player can earn during a game such as points, leveling up, acquisition of special powers, or collecting objects are means by which game designers can encourage or discourage player behaviors and attitudes. In-game rewards can be designed to encourage growth mindsets and facilitate intrinsic motivation, or they can inhibit exploratory play and reinforce a helpless mindset.
Published in Chapter:
Play Styles and Learning
Carrie Heeter (Michigan State University, USA)
Copyright: © 2009 |Pages: 21
DOI: 10.4018/978-1-59904-808-6.ch047
This chapter reviews player types found in commercial MMOs and educational games and a palette of play styles and learning is proposed from which game designers and educators can more easily imagine (or perhaps “paint”) their target audience. Two studies show how the palette might be applied. Study 1 examines the impact of different in-game reward schemas on player types. Study 2 compares classroom play with one child per computer versus paired play of the same educational game. Educational game design and the way a teacher structures in-class educational game play both influence emergent play and learning. Player archetypes (more commonly called player types) help game designers imagine the needs and interests of potential players. Considering learner types would be similarly useful. Learning styles relevant to educational game design and classroom use are described, including intrinsic and extrinsic achievement orientation, motivation, individual traits, and competition and other social factors.
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