The problem is not "how much MORE/LESS time it takes to get BE", the problem is "how SAD and BORING

RejikOp·11/9/2017, 9:06:14 PM·1 votes·217 views

Hi.
Did Riot game, as well as consulting its own marketing team (composed of several professional figures) consulted a team of neuroscience specialists such as psychiatrists, psychologists, neurophysiologists, neurobiologists etc before implementing a "reward block" system against a system of "continuous reward"?

Getting rewards every level and bigger rewards every "10lv" has taken away from the average player the visible rewards after each game (IP). This leads to a lowering of the player's expectations, fun and satisfaction levels and hence the levels of serotonin and dopamine in the accumbens shell core system are lower. The fact that the rewards are now only "shards that can then be disenchanted" has taken away the pleasure of seeing the points (can be compared to money) that you can gain and then spend after working and struggling to get them. I would love to talk to someone who deals with this system and know what he thinks about that, and why he decided to opt for a "block" system rather than a "continuous" system. I believe that giving less BE but at the end of each game is much more efficient both from a marketing and neurophysiological point of view.

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