You can give your players incentive to do things, but if it’s not the incentive they’re looking for they will probably demonstrate it by their in game actions. Some examples of player incentives include:
What is Vulkan?
There's a new graphics API in town. What does that mean, and why do we need it?
Marvel's Civil War
Team Cap or Team Iron Man? More importantly, what basis would you use for making that decision?
The Death of Half-Life
Valve still hasn't admitted it, but the Half-Life franchise is dead. So what made these games so popular anyway?
The Plot-Driven Door
You know how videogames sometimes do that thing where it's preposterously hard to go through a simple door? This one is really bad.
Push the Button!
Scenes from Half-Life 2:Episode 2, showing Gordon Freeman being a jerk.