Ubisoft is experimenting with using NFTs to make in-game items unique. But they’re getting the psychology wrong.
I have a full house of guests this episode, talking about a new book about psychology and Final Fantasy.
What does the research say about how video games can help us be more positive and happy?
How game designers avoid –or deliberately use– the psychological phenomenon of loss aversion
My new book explains why your workplace should look more like a video game. And it’s out now!
What does research say about why people troll in video games?
Why do people donate to Twitch streamers? What kinds of relationships do streamers and viewers have?
My guest expert and I talk about supporting those who play and work in gaming communities.
Are rewards the same as incentives in game design?
I and my guest expert, a psychology Ph.D. and researcher at Riot Games, talk about using psychology to make better games.
How one online games marketplace is hoping to sell you more by offering less.
How one guild leveraged a basic understanding of economics to dominate other MMO players.
How do the mental models of League of Legends experts differ from other players? And what does it matter?
A lecture I gave on what makes for an engaging game.
How one non-profit is using RPGs to teach skills, help people, and enhance therapy.
The psychology behind how we spend in-game currency.
How do level designers look to psychology for helping players can navigate, move through, and make sense of their virtual worlds?
Virtual items by nature lack many of the things that make physical items so collectible. Here’s how game developers and publishers make virtual things more collectible.
Guest experts discuss their “adversarial collaboration” to measure (or not) the effects of sexualized avatars.
How far can customizing offers for in-game purchases go before they seem unfair?
Are friendships and other relationships formed in online games substitutes for offline relationships? Are they better?
When might you be more willing to wait for a loading or matchmaking screen to finish?
Psychology of Games Summer Book Club concludes with Nir Eyal, author of newly released Indistractible.
What is it about Marvel super hero games that is really effective at making us feel transported to another world?
Psychology of Games Summer Book Club begins with an interview with Dr. Pete Etchells, author of the newly released Lost in a Good Game.
EAs says loot boxes are just beloved “surprise mechanics.” In a way, this is true. In a more relevant way, it is not.
How much screen time is good and/or bad for the psychological well-being of kids?
My guests and I discuss how moral choices in games differ from other media and some of our favorite and most compelling choices from games.
I’ll be on a panel talking about how I turned my passion for psychology and games into …all this. *gestures broadly at website*
Shared mental models, a concept borrowed from psychology, help explain why some teams dominate in multiplayer games.
Three simple psychological principles that help get players to pay for the Fortnite Battle Pass.
How do psychologists study empathy and how can it best be used in games?
The full interviews behind my recent episode on psychology and loot boxes.
Watch five recent convention panels about psychology and video games
Should loot boxes be considered a form of gambling? Is there a relationship between loot box spending and gambling?
The audio book of Getting Gamers is out, plus how you can appear in my next book
What link have researchers found between intelligence and how well you play MOBAs?
How do game developers make virtual items as collectible as physical objects?
I talk with several authors of the new book, The Psychology of Zelda: Linking Our World to the Legend of Zelda Series
The “Squad Eliminated” screen in Apex Legends and the psychology of comparisons.
My book, “Getting Gamers: The Psychology of Video Games” is now available in paperback.
Why does gamification work, or not work? Can a game be used to screen job applicants?
How games provide feedback …and how they’re lacking.
My guest and I talk about the application of Dungeons & Dragons to psychology –and vice versa.
Should game tutorials hold players’ hands or encourage them to fail?
A Product Manager from King discusses how he measures players’ affinities for different kinds of mobile games and what developers can do with that information.
My guest and I explore how video games teach and reinforce skills psychologists have found to be important for success in work and life.
What kinds of relationships do people form with their video game avatars, and why?
How game developers might use a bit of psychology to better structure moral choices.
You say “What 30 things should researchers study about psychology and games!” I say “Listen to this episode of the podcast!” Woo!
The same wrinkle in our thinking that explains the optimism of people paralyzed in car accidents explains why it’s so frustrating when people don’t play map objectives in video games.