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Reward Structures in Jetpack Joyride

Jetpack Joyride is an “endless runner” mobile game developed by Halfbrick Studios. In this game, players take control of a man with a jetpack who must dodge lasers and missiles. If the player is hit by these, they will get knocked down and have to start over from the beginning. However, they are capable of finding and purchasing items that will help them to overcome these obstacles easier. While the game is randomly generated and unable to be beaten, players aim to beat their high scores for distance travelled.

Some of the rewards in this game come in the form of vehicles. Collecting a vehicle power-up will reward the player with a random vehicle. Alternatively, collecting all three S.A.M. tokens rewards the player with a giant robot. These power-ups and tokens appear after playing for a random amount of time, following the variable interval schedule of reinforcement. These rewards grant the player additional hits before getting knocked out of their jetpack. They also provide variety to the game, because they all control uniquely. These positive effects lead players to collect them whenever possible.

Coins are also used to reward players for skilled jetpack use. Like power-ups, these appear after random periods of time, though much more often. This is another example of a variable interval schedule of reinforcement. But this isn’t the only way coins can be earned. By completing a set amount of challenges, players will level up and be rewarded with more coins. This is an example of a fixed ratio schedule of reinforcement. These coins can be used to purchase cosmetic items and equipment that helps players. Because of this, players tend to gravitate toward the coins, and try to complete at least one of the three challenges currently available while flying. It also results in players customizing their character to fit their play style.

Lastly, there are spin tokens. Again, these show up randomly during play, as yet another example of a variable interval schedule of reinforcement. However, when a player gets knocked out of their jetpack, they get the chance to spend them on a slot machine. This is an example of a variable ratio schedule of reinforcement. These can reward the player with an extra life, coins, speed boosts, or explosions that add to the player’s current distance. Alternatively, they can be cashed in for 50 coins each. This results in players trying to collect as many as they can during play so they can gamble them for that little bit of extra distance. Alternatively, if players are really close to having enough money to purchase something they want, they may instead cash them out for guaranteed money.

All of these reward structures serve to keep the player playing longer. The power-ups and extra lives keep the player engaged and in the game. Since there are always three level-up challenges available, and their completion is rarely synchronized, players always feel like they’re about to complete a challenge. Likewise, the cosmetic items and upgrades make the player want to keep earning coins so they can afford them. These leave the player feeling like completion is always just around the corner, encouraging them to keep playing until they see certain tasks through.

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