PLAYER DRIVENACADEMY
← All packs·CP-008·L01·18 MIN

Prosocial Isn't "Be Nice": What Prosocial Design Actually Means

Prosocial design is a lever you already control, not a personality you hope players bring. Clear the myths and learn to build for behavior that benefits others before moderation is ever needed.

↳ Part ofThriving in Games GroupProsocial by Design
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── THREE LESSONS
~5 MIN EACH
  1. 01LESSON 1 · 5 MIN

    Prosocial Is a Design Lever, Not a Personality Trait

    By the end of this lesson, you will be able to explain what prosocial behavior is and point to one place your game already shapes it, on purpose or by accident.

  2. 02LESSON 2 · 5 MIN

    The Ten Myths, and the Three That Cost You Most

    By the end of this lesson, you will be able to counter the three most common objections that stop prosocial work from getting resourced.

  3. 03LESSON 3 · 5 MIN

    Prosocial Reduces Disruption at the Source

    By the end of this lesson, you will be able to describe how a prosocial system lowers moderation load instead of competing with it for budget.

CONCLUSION · 3 MIN

Prosocial Opportunity Scan

By the end of this conclusion, you will be able to scan one game moment and name the behavior its design currently rewards, discourages, or ignores.

── CHECK YOUR UNDERSTANDING

Take the Prosocial Isn't "Be Nice": What Prosocial Design Actually Means quiz.

8 short questions + 1 written artifact. Passing earns 25 credits toward your Player Driven profile.

↳ Coming next: Commute Pack: Designing Trust: The Chapters and RPM Methods (18 min) — Take two named TIGG design methods and a real Among Us 3D case study, and map a repeatable prosocial loop for your own game.