Positive and Negative reinforcement in video games

Giving users feedback is an important part of any digital interaction. Behavioural learning is a theory that suggests that the use of reinforcement leads to its continued occurrence. This theory is often used in video games to reinforce certain behaviours or weaken them through the use of feedback loops.

Behavioural learning is a theory that suggests that the use of reinforcement leads to its continued occurrence. This theory is often used in video games to reinforce certain behaviours or weaken them through the use of feedback loops.

Internal motivation (covered in another post) comes from within the player. This can be anything from wanting to achieve a personal best, to proving yourself to others. External motivation comes from the game itself, such as winning or scoring points or XP. Positive reinforcement is when the player is rewarded for their actions, such as receiving new abilities or items. Negative reinforcement is when the player is punished for their actions, such as losing health/points or being reported for toxic behaviour.

-Internal motivation
-External motivation

-Positive reinforcement
-Negative reinforcement

This article will explore how behaviourism can reinforce or weaken certain behaviours in video games using a simple example.



Video Games as an Example of Behaviouristic Learning

One example of how video games can be used for reinforcement learning is player progression. In video games, players typically earn points (rewards) for accomplishing certain tasks, quests or goals. These points can then be spent on improving the player’s character or weapons, which encourages them to keep playing and explore the game world. But reinforcement learning has also been used in education settings to reward or incentives learning goals.



Reinforcing desirable behaviours in video games

Behaviourism is a theory that states that, to change someone's behaviour, you must first understand what they are doing and why they are doing it. This is where video games come in; by observing how players interact with the game, developers can better understand what behaviours are desirable and which ones need to be reinforced.

One way video games reinforce desirable behaviours is by rewarding players for good actions. Players who kill a monster may earn points, experience bonuses, or even unlock new weapons or levels. Similarly, if they help their teammates survive, they may receive bonus points or items. These rewards help to keep players engaged and motivated, which can lead to long-term changes in behaviour.

On the other hand, reinforcing undesirable behaviours can be more difficult. In some cases, this may simply require players to complete tasks in a specific way (for example, always picking up objects). In other cases, it may be necessary to alter the environment in which the game is played (for example, by preventing players from killing enemies). Once again, video games provide an excellent opportunity for developers to experiment with different strategies to find the most effective approach.



Conclusion

There is a growing trend in video games towards using learning algorithms to reinforce certain behaviours and weaken others. This can have unintended consequences, as it may create an environment where players are encouraged to stick to specific play styles or “tricks” to succeed. While this type of reinforcement can be beneficial for some learners, it could also have negative effects on others who might find themselves struggling under the pressure of needing to perform better than their peers. We need to be careful that the types of learning environments we create don’t inadvertently disadvantage certain groups of people.

Abdi Jama