Fresh Start Effect
A cognitive phenomenon where people are more likely to pursue goals or change behavior following a temporal landmark (e.g., new year, birthday).
A cognitive phenomenon where people are more likely to pursue goals or change behavior following a temporal landmark (e.g., new year, birthday).
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals.
A stimulus that gains reinforcing properties through association with a primary reinforcer, such as money or tokens, which are associated with basic needs.
A research process used to identify and understand the underlying needs of users to inform the design of products and services.
A theory that suggests there is an optimal level of arousal for peak performance, and too much or too little arousal can negatively impact performance.
User Experience (UX) refers to the overall experience of a person using a product, system, or service, encompassing all aspects of the end-user's interaction.
The belief in one's ability to succeed in specific situations or accomplish a task, influencing motivation and behavior.
A schedule of reinforcement where a desired behavior is reinforced every time it occurs, promoting quick learning and behavior maintenance.
A theory that explains how individuals determine the causes of behavior and events, including the distinction between internal and external attributions.