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Agent Skill · 效率

game-design-player-motivation-audit(游戏设计玩家动机审计)

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

game-design-player-motivation-audit 是效率类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为权限未标注;许可证为 MIT-0,第三方扫描已通过,按安装量在效率类的 21,003 个 Skill 里排第 15,415。

总安装 3,120周安装 134GitHub Stars 公开资料未说明下载 1,093核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT-0
版本
1.0.0

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game-design-player-motivation-audit(游戏设计玩家动机审计)
来源仓库:https://github.com/stanestane/game-design-player-motivation-audit
安装命令:
openclaw skills install game-design-player-motivation-audit
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install game-design-player-motivation-audit

这个 Skill 是做什么的

效率类 Skill 把重复的整理、汇总、转换工作交给助手完成,减少手工复制粘贴。

运用自决理论框架评估玩家动机系统的有效性。适合进度循环、社交功能或货币化设计的激励分析。识别自主、胜任与归属需求的满足程度。输出为理论指导下的评估,需结合实际用户数据验证。game-design-player-motivation-audit 属于效率类 Skill,可作为该场景下的辅助能力补充。

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 OpenClaw;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 openclaw skills install game-design-player-motivation-audit;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    权限没有明确标注,第一次使用时只给一个无关紧要的任务,观察它到底读了哪些文件和网络。

常见问题

6 条

game-design-player-motivation-audit 怎么安装?

在终端执行 openclaw skills install game-design-player-motivation-audit。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

game-design-player-motivation-audit 支持哪些 AI 工具?

公开资料标注支持 OpenClaw。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

game-design-player-motivation-audit 需要什么权限?

权限级别没有明确标注。第一次使用时建议只给无关紧要的任务,观察它实际读写了哪些内容。

game-design-player-motivation-audit 是免费的吗?

来源标注的许可证是 MIT-0。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

game-design-player-motivation-audit 用的人多吗?

公开数据是累计安装 3,120 次,近一周安装 134 次,下载 1,093 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

game-design-player-motivation-audit 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 专注 OpenClaw 一种宿主,触发方式和使用习惯不用来回切换。
  • 许可证明确为 MIT-0,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 OpenClaw,想直接扩展它能力的人。
  • 需要处理效率类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

效率类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
github

GitHub 代码协作 · OpenClaw

7,632,918545需要联网MIT-0通过
nano-pdf

Nano PDF 文档 · OpenClaw

4,249,476231需要联网MIT-0通过
auto-updater

自动更新程序 · OpenClaw

2,964,063386操作浏览器MIT-0通过
video-frames

视频帧 · OpenClaw

2,621,304112需要联网MIT-0通过
gemini

Gemini 助手 · OpenClaw

2,547,39648需要联网MIT-0有提醒
game-design-player-motivation-audit

游戏设计玩家动机审计 · 本页

3,120—权限未标注MIT-0通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

name
game-design-player-motivation-audit
description
Audit a game, feature, live-ops system, progression loop, social feature, or monetization surface using a Self-Determination Theory-inspired motivation framework. Use when evaluating what kind of motivation a design creates, comparing alternative motivational profiles, diagnosing why a system feels sticky, hollow, exhausting, or dead, checking overreliance on rewards and grind, or assessing whether a feature supports short-term activation, medium-term habit, or long-term player identity.

Game Design Player Motivation Audit

Audit a design by asking not just whether it motivates action, but what kind of motivation it creates, for whom, and at what cost.

Use this skill to distinguish between engagement driven by enjoyment, value endorsement, identity, social pressure, reward dependency, or helplessness. Keep the analysis practical and design-facing, but use terminology that stays broadly consistent with Self-Determination Theory.

Core principle

Not all motivation is equal.

Two designs may generate similar engagement numbers while creating very different player experiences. One may be driven by genuine enjoyment. Another may be driven by reward compulsion, social pressure, or fear of missing out. This skill helps distinguish those motivational structures.

Motivation spectrum

Audit designs across the following motivation types:

  1. Amotivation
  2. External Regulation
  3. Introjected Regulation
  4. Identified Regulation
  5. Integrated Regulation
  6. Intrinsic Motivation

These are not mutually exclusive. Strong game systems often combine several.

What to produce

Generate a motivation audit with these outputs:

  1. Target behavior - what the design is trying to motivate
  2. Motivation breakdown - which types of motivation are doing the work
  3. Need satisfaction check - autonomy, competence, relatedness
  4. Motivational profile - the overall mix and likely player effect
  5. Diagnosis - how the experience is likely to feel
  6. Recommendations - what to strengthen, reduce, or rebalance

Process

1. Define the target behavior

Clarify the behavior the design is trying to produce.

Examples:

  • start a session
  • complete first 3 actions
  • return later in the day
  • finish an event track
  • engage with social systems
  • optimize city layout
  • master a mechanic
  • collect themed content
  • spend premium currency

Write:

  • Design being audited
  • Target player behavior
  • Time horizon - immediate / short-term / medium-term / long-term
  • Primary player segment

2. Audit for amotivation

Ask where the design may create helplessness, meaninglessness, confusion, or low-agency compliance.

Amotivation is the failure state. It appears when actions feel empty, forced, over-scripted, or detached from perceived value.

Signals:

  • player taps because the UI tells them to, not because they care
  • grind without meaningful context
  • tutorials or flows that feel like chasing arrows
  • actions with low perceived agency
  • delays or chores with no emotional or strategic meaning
  • story, prompts, or task lists that feel like friction rather than invitation

Ask:

  • Does the player understand why this action matters?
  • Does the action feel voluntary or merely demanded?
  • Does the player feel capable of affecting the outcome?
  • Is any part of the flow just "push button to continue"?
  • Is the action connected to a player goal, fantasy, or meaningful payoff?

Write:

  • Amotivation risks

3. Audit external regulation

Ask how much of the design relies on rewards, punishments, reminders, deadlines, or pressure external to the activity itself.

This is the classic "do X to get Y" layer. It is common in free-to-play systems and often useful for activation, but dangerous when it carries the whole design.

Typical patterns:

  • event track milestones
  • login rewards
  • reward ladders
  • timed offers
  • battle pass tasks
  • grind gates with attractive rewards
  • loss aversion and FOMO structures

Ask:

  • If the reward disappeared, would the action still be attractive?
  • Is the reward carrying the whole system?
  • Is the system sustainable, or will it feel hollow once novelty fades?
  • Is the reward structure clear and fair?
  • Is there a risk of converting play into chore behavior?

Write:

  • External regulation drivers

4. Audit introjected regulation

Ask where the design taps into ego, validation, self-image, pride, shame avoidance, status, or social comparison.

This layer is about internal pressure: proving something, keeping up, avoiding embarrassment, preserving self-image, or feeling recognized.

Typical patterns:

  • leaderboards
  • ranks
  • badges and medals
  • rare visible rewards
  • progression prestige markers
  • guild contribution surfaces
  • public completion proofs
  • comparative map or avatar placement

Ask:

  • Does this design create bragging rights?
  • Does it create pressure to keep up with others?
  • Is social comparison a core driver here?
  • Does it encourage pride in participation, or anxiety about falling behind?
  • Who benefits from this layer, and who is demotivated by it?

Write:

  • Introjected regulation drivers

5. Audit identified regulation

Ask where the design helps players consciously endorse the value of the activity, even if the action itself is not always the most fun moment-to-moment.

This is where the player believes the activity matters and accepts it as worthwhile.

Typical patterns:

  • helping a club or team
  • maintaining a city or social ecosystem
  • contributing to a long-term build
  • performing support roles
  • doing tedious actions because they matter to a bigger goal
  • completing systems because the player values what they represent

Ask:

  • Does the player feel this action matters beyond the immediate reward?
  • Is there a larger purpose attached to the task?
  • Does the design create a feeling of contribution?
  • Are players consciously buying into the value of the action?
  • Does the action support a long-range project, group, or personally meaningful goal?

Write:

  • Identified regulation drivers

6. Audit integrated regulation

Ask whether the activity can become part of the player's identity, self-concept, or ongoing role.

This is a deeper layer of internalization. The player no longer just values the activity; they see it as part of who they are.

Typical patterns:

  • specialized playstyles
  • creative mastery communities
  • collector identities
  • highly expressive builds or loadouts
  • role ownership within social groups
  • long-term hobbyist subsystems
  • deep feature ecosystems with room for expertise

Ask:

  • Can a player say "I am the kind of player who does this"?
  • Does the system support long-term self-expression?
  • Does it reward specialization and ownership?
  • Can players build identity, reputation, or belonging around it?
  • Would superfans form around this system?

Write:

  • Integrated regulation drivers

7. Audit intrinsic motivation

Ask whether the activity itself is enjoyable enough to sustain engagement without heavy external scaffolding.

Intrinsic motivation often depends on satisfaction of three psychological needs:

A. Autonomy
  • meaningful choices
  • self-directed play
  • feeling like a causal agent
  • not merely obeying prompts
B. Competence
  • clear feedback
  • felt improvement
  • controllable outcomes
  • satisfying mastery arc
C. Relatedness
  • social connection
  • shared play
  • mutual recognition
  • meaningful belonging

Ask:

  • Is the activity fun without the reward wrapper?
  • Does the player feel agency while doing it?
  • Does the player feel skillful, improving, or effective?
  • Does the system support connection or belonging?
  • Would engaged players choose this activity even with reduced extrinsic rewards?

Use this format:

NeedEvidence of SatisfactionRisk of Denial
Autonomy......
Competence......
Relatedness......

8. Map the motivational profile

Summarize the overall mix of motivations the design relies on.

Use this format:

Motivation TypeStrength (Low/Med/High)EvidenceDesign Implication
Amotivation risk.........
External regulation.........
Introjected regulation.........
Identified regulation.........
Integrated regulation.........
Intrinsic motivation.........

Interpretation guidance:

  • healthy long-term designs often combine some external regulation for activation, some introjected energy for prestige or momentum, meaningful identified and integrated layers for depth, and strong intrinsic foundations for sustainability
  • risky profiles often show high amotivation risk, very high external regulation, weak intrinsic value, and weak deeper internalization

9. Diagnose likely player experience

Translate the profile into likely felt experience.

Example diagnoses:

  • reward-chasing but hollow
  • socially energizing but intimidating
  • compelling for superfans, cold for casuals
  • good short-term activation, weak long-term meaning
  • strong hobby potential, weak onboarding
  • low-agency chore loop
  • deeply satisfying mastery loop

Write:

  • Likely player experience
  • Best-fit audience
  • Main retention strength
  • Main motivational weakness

10. Recommend motivational adjustments

Recommend changes if the profile is not what the design needs.

Adjustment levers:

To reduce amotivation
  • improve context and meaning
  • reduce forced or empty taps
  • clarify why actions matter
  • restore agency and readable outcomes
To reduce overreliance on external regulation
  • make the action itself more satisfying
  • add autonomy or mastery depth
  • reduce pure reward dependency
To tune introjected regulation
  • add visible social proof carefully
  • add prestige markers without overpunishing the broader audience
  • reduce shame or unhealthy comparison pressure where needed
To strengthen identified regulation
  • connect actions to larger goals, contribution, purpose, or personally endorsed value
To strengthen integrated regulation
  • support specialization, ownership, self-expression, belonging, and long-term mastery communities
To strengthen intrinsic motivation
  • improve core feel, choices, skill expression, feedback, and social connection

Write:

  • Recommendations

Response structure

Use this structure unless the user asks for something else:

Target Behavior

  • ...

Amotivation Risks

  • ...

Motivation Breakdown

  • External regulation: ...
  • Introjected regulation: ...
  • Identified regulation: ...
  • Integrated regulation: ...
  • Intrinsic motivation: ...

Need Satisfaction Check

  • Autonomy: ...
  • Competence: ...
  • Relatedness: ...

Motivational Profile

  • ...

Recommendations

  • ...

Fast mode

Use this quick pass when speed matters:

  • What behavior is this trying to motivate?
  • Is the player doing it for the activity, the reward, status, purpose, or identity?
  • Where does the design risk feeling empty or forced?
  • Which needs does it satisfy: autonomy, competence, relatedness?
  • Is this best suited for activation, habit, or deep fandom?

Usage notes

This framework is especially useful for auditing:

  • event tracks
  • season passes
  • city journal or task systems
  • leaderboard and club features
  • long-term collection systems
  • retention surfaces
  • monetization loops
  • session-opener task flows
  • social meta structures

Examples in game design terms:

  • External regulation: event rewards, pass milestones, claim loops
  • Introjected regulation: rankings, visible rewards, comparative progress
  • Identified regulation: club contribution, city stewardship, completion of meaningful builds
  • Integrated regulation: collector identity, city stylist identity, deep feature ownership
  • Intrinsic motivation: enjoyment of city-building, optimization, planning, and self-expression itself

Working principle

A design is not strong merely because it gets players to act. It is strong when it motivates action in a way that is healthy, satisfying, and sustainable for the intended audience.

平台分布

OpenClaw

84.25%
按下载量换算921

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

通过

权限和风险

权限未标注

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安装前确认

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