Content
Reward
from the biochemistry level to the social level
- Chemistry (too general so far)
- dopamine
- biology (too general so far)
- social
- Person and distributed or shared through feedback loops (e.g. intimate relationships)
- The Rewarder – a better kind of bonus system, lovemachine March 2010
- IRIS Online Behaviour Management for Schools
- behaviour and rewards monitoring and statistical analysis tool.
- more generally see also Person#SociallyShapingAlgorithms
See also
- Needs
- Cognition#WikiBrainMapping
- PriorityByEconomicalSystem and my attempt PBES to manage my own long-term focus
- yet the "reward" section Debit to spend on stays rather... unmotivating
- self reward management
- unblock entertainment websites
- those should be pleasant but low effort required activities
- equivalent to sugar and candies
- Monitoring as it's required (else it would pretty much random)
- Drive by Daniel Pink
- "The secret to high performance and satisfaction—at work, at school, and at home—is the deeply human need to direct our own lives, to learn and create new things, and to do better by ourselves and our world."
- Tom Chatfield: 7 ways games reward the brain TED.com July 2010
- mention of dopamine levels in the brain and its prediction
- Experience bars measuring progress
- Multiple short-term and long-term aims
- Rewards for effort
- Fast, frequent, clear feedback
- An element of uncertainty
- Sustained attention
- Interaction with other people
To do
- few papers I have on free software and managing communities
- 5 Creepy Ways Video Games Are Trying to Get You Addicted by David Wong, Cracked.com March 2010
- see also my own experience with PC videos games
- Help, I Can't Stop Learning by Sid Meier, George Mason University, 2008
- integrates notes from The Ego Machine in which Meztinger describe the "hedonist treadmill"
- Seedea:Xye/MotivationalSupport
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