Leveraging Intrinsic and Extrinsic Motivation

Every player who opens your game is there for a reason. Some want the game itself: the puzzle, the fight, the feeling of getting better. Others want what the game hands them: the skin, the rank, the chest at the end of the track.

Psychologists call these intrinsic and extrinsic motivation, and they sit at the heart of self-determination theory. Most players are a mix of both, leaning one way or the other depending on the day, the mode and the reward on offer.

For designers, the useful question isn't which one is better. It's which one you're feeding with each system you build, and what happens when the two collide.


Intrinsic motivation: playing for the play

Intrinsic motivation is doing something because the doing feels good. No one has to pay you for it. You solve the puzzle because you like being stuck and then unstuck. You chain a ridiculous stunt in Just Cause 4 because it's fun to see if it works.

You can spot it when players do things the game never asked for. Wandering off the critical path. Bumping up the difficulty. Replaying a boss to beat it cleaner. Often there's no reward at all, and they do it anyway.

Six levers designers can pull:

  • Purpose. Give players a goal that means something to them and a sense they're growing toward it.

  • Challenge. Match difficulty to skill as it grows, and leave room for players to invent their own tests.

  • Mastery. Let progress be visible. Completion, collections and achievements make competence feel real.

  • Autonomy. Offer meaningful choices and room to experiment without harsh punishment for getting it wrong.

  • Relatedness. Give players ways to connect, cooperate and compete on fair terms.

  • Immersion. Let the world, the story and the aesthetic pull players in for their own sake.

Extrinsic motivation: playing for the prize

Extrinsic motivation is doing something for what you get at the end. Currency, materials, XP, a cosmetic, a place on the leaderboard. The task might be a grind, but the reward makes it worth it. Players will look up guides and push through content they don't love because the payoff is clear.

Outside games it's the same thing: entering a contest for the prize money, or doing chores for extra pocket money.

The main levers:

  • Ownership. Let players build something that's theirs over time: a profile, a collection, a base. The more they invest, the more it matters.

  • Rewards. Pay players for their time, and keep the reward proportional to the effort. Players notice quickly when it isn't.

  • Economy. Let players trade the results of their effort for other things they value, in game or out.

  • Scarcity. Rare, hard-earned items signal status. Exclusivity is a strong pull.

  • Loss avoidance. Create urgency through rewards players could lose if they don't act: streaks, expiring events, limited-time offers.


Extrinsic rewards are a loan, not income.

Extrinsic rewards are a loan, not income. A daily chest, a streak bonus or a battle pass tier buys you a player's attention today, but that attention is borrowed, and the bill comes later. Income is what the game earns on its own: the satisfaction of getting better, the pull of the world, the people you play with. That's the engagement that compounds. A loan only pays off if the game underneath turns that borrowed visit into something the player genuinely values. If it doesn't, you have to keep offering bigger rewards just to hold the same players, and the day the rewards stop, so do they.


Extrinsic Motivation

Extrinsic motivation in video games can be fueled by a wide variety of incentives or rewards. Overall, extrinsic motivation in video games includes accomplishing particular tasks in a game to receive in-game currency, game materials, and experience for you to level up. Overall, extrinsic motivation in games is about getting tasks done to receive shiny rewards and other in-game perks.

So, even if the tasks are pretty challenging, you still try to finish them to the best of your abilities. You might even look up helpful guides that will help you get the job done. And as expected, what motivates you to finish these tasks are the excellent completion rewards offered by the game.

Some concrete examples of extrinsic motivation include joining an essay writing contest for the prize money. Extrinsic motivation also includes doing chores in exchange for extra money from your parents. Another good example is joining a sports competition for the reward you'll get if you ever win.


Extrinsic Motivation Heuristics

Ownership and Rewards: Give players affordances that motivate them through extrinsic rewards or possession of real or virtual goods. Ownership is different from competence when acquiring goods is perceived by the user as the reason for interacting with the system, instead of feeling competent.

  • Ownership: The system lets users own virtual goods or build an individual profile over time, which can be developed by continued use of the system and with which users can relate to.

  • Rewards: The system offers incentive rewards for interaction and continued use, which are valuable to users and proportional to the amount of effort invested.

Virtual Economy: The system lets users exchange the result of their efforts with in-system or outside rewards.

Scarcity: Give players affordances aimed at motivating them through feelings of status or exclusivity by means of the acquisition of difficult rewards and achievements that are rare or difficult to obtain.

Loss Avoidance: Give players affordances aimed at leading users to act with urgency, by creating situations in which they could loose acquired or potential rewards, goods, or achievements if they do not act immediately.




Conclusion

Both intrinsic and extrinsic motivation are important factors for designers to understand and utilise depending on the needs of the game. This is something UX and Game Design should work together on to identify what balance of the two will keep players engaged and motivated to keep playing.

Abdi Jama