My hypothesis is that the problem has to do with whether the user has approach goals (reach some good outcome) or avoidance goals (avoid some bad outcome). Avoidance goals put you into a state of vigilance. Approach goals allow/motivate you to see progress towards improvement.
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This relationship with approach goals improving outcomes and avoidance goals undermining outcomes is clear in other areas of gamification, like competition. Competition works when people have approach goals, is counterproductive with avoidance goals. https://psycnet.apa.org/record/2012-28070-001 …
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