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What Makes a Game Successful? Gamasutra article highlights Immersyve’s model and metrics in “Middle-earth: Shadow of Mordor”

  By Kris Graft | February 4, 2015 This Gamasutra article explores how Warner Bros. Games’ studio Monolith designed the Nemesis system of Middle-earth: Shadow of Mordor using Self-Determination Theory (SDT) concepts and imploring Immersyve’s engagement metrics called the Player Experience of Need Satisfaction (PENS).   

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“Rethinking Carrots: A New Method For Measuring What Players Find Most Rewarding and Motivating About Your Game ” -Gamasutra (January 16, 2007)

By Scott Rigby & Richard Ryan Published in Gamasutra  | January 16, 2007 Introduction Gameplay strategies for motivating players largely focus on reward paradigms (“carrots on sticks”) that dangle the sweet enticements of hidden levels, provocative content, and variations on the Sword of A Thousand

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