Behavior Analysis and Game Design: The Contingencies of Video Game Genres

Abstract This article proposes an integrated conceptual framework for analyzing video games through functional analysis, arguing that game design is fundamentally the arrangement of reinforcement and punishment contingencies. Video game genres are functional systems defined by reinforcement schedules, operant punishment, and temporally extended consequences programmed in game environments. To illustrate this behavioral interpretation of video games, we conduct a functional analysis of the contingencies operating in three illustrative commercial genres: platformers (focused on precision and modeling), Metroidvanias (based on conditional discrimination and interconnection of repertoires), and turn-based RPGs (governed by rules and chaining). Furthermore, the game features that continue to shape player behavior were examined, including aesthetic elements and cross-genre metasystems, such as achievements, leaderboards, and loot boxes. The analysis demonstrates that successful game design is also successful contingency design. Finally, we discuss the ethical implications of monetized metasystems (such as loot boxes) and propose that the principles of behavior analysis can be used to "reverse engineer" game design to illustrate how both experimental and applied domains can benefit from the consilience between behavior analysis and game design.

Authors

Publication Details

Journal
Perspectives on Behavior Science
Published
2026-11-09
DOI
https://doi.org/10.1007/s40614-026-00528-x
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
NOV
article

Behavior Analysis and Game Design: The Contingencies of Video Game Genres

Hernando Borges Neves Filho, Marlon Alexandre de Oliveira, Lilian Cerri Mazza
Perspectives on Behavior Science
Digital Games and Media
article

Behavior Analysis and Game Design: The Contingencies of Video Game Genres

Hernando Borges Neves Filho, Marlon Alexandre de Oliveira, Lilian Cerri Mazza
article en

Abstract

Abstract This article proposes an integrated conceptual framework for analyzing video games through functional analysis, arguing that game design is fundamentally the arrangement of reinforcement and punishment contingencies. Video game genres are functional systems defined by reinforcement schedules, operant punishment, and temporally extended consequences programmed in game environments. To illustrate this behavioral interpretation of video games, we conduct a functional analysis of the contingencies operating in three illustrative commercial genres: platformers (focused on precision and modeling), Metroidvanias (based on conditional discrimination and interconnection of repertoires), and turn-based RPGs (governed by rules and chaining). Furthermore, the game features that continue to shape player behavior were examined, including aesthetic elements and cross-genre metasystems, such as achievements, leaderboards, and loot boxes. The analysis demonstrates that successful game design is also successful contingency design. Finally, we discuss the ethical implications of monetized metasystems (such as loot boxes) and propose that the principles of behavior analysis can be used to "reverse engineer" game design to illustrate how both experimental and applied domains can benefit from the consilience between behavior analysis and game design.

Perspectives on Behavior Science
Digital Games and Media
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Laika access coming soon