There's also the "negative reinforcement", which I think has at least two aspects to it:
(1) For the player, if you don't earn artha - which requires play that engages your Beliefs, Instincts and Traits in the relevant ways - then you can't really have any hope of success;
Not quite true...
But without artha, you trade off advancement for success. You can still succeed. Or you do things you know are too hard to succeed, fishing for the ones that the GM doesn't beat you soundly in the "if this fails" declaration, and accept a failure to get those challenging Advancement Marks. You can even slough extra dice from Help, FoRKs, Gear, prep, and other conditionals in order to let yourself be unable to succeed.
For those not fluent in BW... there are three categories of XP for each advanceable score: Routine tests, Difficult Tests, and Challenging Tests. For skills, Levels 1-4 require (Level) routine and (level/2⤴) difficult, but no challenging (but may sub a challenging for 2 difficults). Levels 5-9, you need (level/2⤴) difficult and about (level/3⤴) challenging, but routines no longer count.
Note that challenging requires a difficulty higher than the sum of all non-artha-provided dice thrown - in other words, cannot be successful. The Routine is difficulty up to about 3/4 the number of dice; challenging is the in between. Note that the formulae I used are descriptives; it's actually table driven.
And advancement requires tests with consequences, but does not require success at those tasks.
So, without artha, you can either succceed, or you can embrace failures to advance. I actually had a player do that in BE... they needed that challenging to make level 6 in a skill, one they desperately needed for a later action, so they decided to not use their FoRKs and reject help on that Ob6 test... they failed... it hurt... but they now had Persuasion 6. And it paid back that hurt.
More Lingo: FoRK = Field of Related Knowledge. If you have a useful skill for supporting your action, you can invoke it as a FoRK, and essentially self help gaining 1 (2 if you've godlike skill levels) die to the pool.
Help: you get a die from an ally helping. In FTF play, the rules require them to hand you one of their dice... preferably distinct from your own.