Dataspilldesigneren har lagt ut en innholdsrik artikkel om belønningssykluser på bloggen sin, hvor han analyserer handlingen i dataspill med utgangspunkt i en krets av et problem, en «svart boks» – et felt klart for utforskning, og en belønning.
That said, the brain happens to loooove feedback. It triggers reward mechanisms in the brain. It is remarkably easy to trick the brain into thinking that it has accomplished something when it really has not. This can result in the player getting hooked on the feedback for a black box system that is actually remarkably simple — or even designed to not teach the player anything at all, as in gambling. In design, we often terms designs “juicy” when they provide plenty of rich feedback, but we sometimes call them “exploitative” when they simply abuse feedback to keep someone going.
Games are a compound medium. They are made up of multiple other media, typically in the feedback. In other words, we rely on media such as film, writing, visual arts, music, and so on in order to provide the feedback.