As outlined by Williams, Nesbitt, Eidels, and Elliott,
experts in cognitive psychology and game design research, in their Game Studies article, balancing risk and reward is critical for keeping players engaged. Their research shows that higher risks (risk, by definition, is a possibility) should be met with higher rewards, encouraging players to embrace challenges. This principle applies to Open Play in ED, where the potential for danger, even if not guaranteed, should be rewarded accordingly. (full stop

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I read a similar paper on this subject, pretty much tossed it aside as being extremely naive, written about 15 years ago when ganking first emerged as an online phenomenon, they were attempting to justify it.
How do you classify the difference between a mouse pressing its nose against a buzzer to get a hit of cocaine and a human getting a dopamine hit of excitement on finding a system in game with just the right combination of planets and their orbits and proximity, the geographical conditions combined with the correct lighting, to get a perfect screen shot or shoot some breathtaking imagery? Both are being rewarded by an artificial system, a game. However, the reward and its trigger are clearly very different.
Now for some, blowing up other people's ships is rewarding too, giving a dopamine hit to them, where others find this down right disturbing; What is a reward within a game, and what kind of behaviours are to be rewarded?
To my mind, the argument that folk can cheat in solo mode or private group modes only stands as an argument to defend one power base that is established in open mode from another power base in open mode, who are abusing the edges of the game, by entering into a closed mode in an organised way to take advantage of it. One person doing this as a normal player using the mode, is just not going to happen.
Penalising the folk in both private groups and solo mode, for the behaviour of the more machiavellian folk from open mode, would be a grave mistake, in my opinion.