It's all a skinner box? Typical core loop and Operant Conditioning
Keywords:
core loop, gameplay, game design, operant conditioning, mechanicsAbstract
This is an exploratory study on the hypothesis that a typical core loop for a videogame closely resembles an operant conditioning loop and, when that is not the case, the player's experience will decline because of it. To assess this similarity, a double-blind experimental study was conducted in which participants were randomly assigned into two different groups and each group played a different version of the same decision- based game with 24 main choices. The experimental group (n = 55) received a version in which a classic core loop rewarded "correct" choices with mechanic and narrative rewards, while the control group (n = 54) experienced both mechanic and narrative punishments for the same "correct" choices. After the play session participants answered a questionnaire about their experience. The results showed a significant difference between groups' experiences in certain dimensions, with an overall better experience being reported by the typical core loop group.Downloads
Published
2026-06-16
Bibtex
@Conference{digra2806, title ="It's all a skinner box? Typical core loop and Operant
Conditioning", year = "2026", author = "Arrias Weiller, Thais", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/2806}", booktitle = "Proceedings of DiGRA 2026"}
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Papers
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