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:
A stream-of-gameplay review of Dead Island. This game is a cavalcade of bugs and bad design choices.
Denuvo and the "Death" of Piracy
Denuvo videogame DRM didn't actually kill piracy, but it did stop it for several months. Here's what we learned from that.
This Game is Too Videogame-y
What's wrong with a game being "too videogameish"?
Project Button Masher
I teach myself music composition by imitating the style of various videogame soundtracks. How did it turn out? Listen for yourself.
A horrible, railroading, stupid, contrived, and painfully ill-conceived roleplaying campaign. All in good fun.