I'm not sure if 'win more' is quite the way of putting it but accelerator is very apt.
Postive Feedbacks: Things that enable you to do the same thing again but better
- Medium: Running on R&D makes running on R&D again better
- Asset spam: each install of an asset spam 'package' makes the rest of that package better to install/more painful to deal with.
- Siphon Spam: in the classical sense each siphon gives you the credits to pull off the next one
Negative Feedbacks: Things that make doing the same thing again harder
- Scoring Agendas: you're using clicks and credits which will make later scores more difficult
- Using Icebreakers: you're spending whatever resource the icebreaker needs leaving you with less of it in the future.
- Unique defensive upgrades: rezzing your UDU somewhere means you can't have it anywhere else.
To much positive feedback makes systems unstable and/or degenerate, though medium is on the lower end as far as they go. Other card games throttle positive feedback with limits on the base per turn draw/resource increment, but one of the strongest aspects of netrunner (choices in drawing) is a weakness for implementing limiters.