The Psychology of Video Games

Archive for July 2010

The Psychology of Immersion in Video Games

with 49 comments

Along with “OMGDUDESOAWESOME” one of the words that gamers like to toss around when describing their favorite titles is “immersive.”1 But what exactly does that mean? And what makes a game immersive? Ask 5 people and you’ll probably get 10 opinions, but psychologists have been studying immersion in various kinds of media for decades so they could probably shed some light on those questions.

Except they don’t call it “immersion.” Instead, they call it “presence,” which, admittedly, isn’t as cool. Regardless, researchers have identified several kinds of presence in regards to how we perceive media but it’s spatial presence that I think comes closest to what gamers think of as “immersion.”

Briefly, spatial presence is often defined as existing when “media contents are perceived as ‘real’ in the sense that media users experience a sensation of being spatially located in the mediated environment.”2 The idea is just that a game (or any other media from books to movies) creates spatial presence when the user starts to feel like he is “there” in the world that the game creates. People who experience immersion tend to only consider choices that make sense in the context of the imaginary world. Someone immersed in Red Dead Redemption, for example, might be more likely to use travel methods that make sense within the game, like stagecoaches, instead of methods that don’t, like fast traveling from a menu screen. People immersed in media also tend to enjoy it more.

A Theory of Spatial Presence (aka, Immersion)
But how does this happen? What about a game and what about the player makes her feel like she’s leaving the real world behind? Theories abound, but a few years ago Werner Wirth and a team of other researchers sat down to consolidate the research and come up with one unified theory.3 Here it is:

Figure 1: It's just that simple...

Woah, woah, woah. Sorry. Let’s just back up and take a simplified look at the parts most relevant to us gamers.

Basically, Wirth et al.’s theory says that spatial presence happens in three steps:

  1. Players form a representation in their minds of the space or world with which the game is presenting them.
  2. Players begin to favor the media-based space (I.e., the game world) as their point of reference for where they “are” (or to put it in psychological gobblety-gook, their “primary ego reference frame”)
  3. Profit!

So, basically, the process starts with players forming a mental model of the game’s make-believe space by looking at various cues (images, movement, sounds, and so forth) as well as assumptions about the world that they may bring to the table. Once that mental model of the game world is created, the player must decide, either consciously or unconsciously, whether she feels like she’s in that imagined world or in the real one. Of course, it’s worth noting that this isn’t necessary a conscious decision with the prefrontal cortex’s stamp of approval on it. It can be a subconscious, on the sly, slipped into sideways and entered and exited constantly.

Researchers have extensively studied how these two steps happen, but I think it’s more interesting for our purposes here to skip to the bit about what qualities of the media (i.e., game) and person (i.e., player) that they’ve found facilitate both of these steps and create immersion. So let’s do that.

Game Characteristics Leading to Spatial Presence
Characteristics of games that facilitate immersion can be grouped into two general categories: those that create a rich mental model of the game environment and those that create consistency between the things in that environment.

Let’s take the concept of richness, first. This isn’t an exhaustive list, but richness relates to:

  • Multiple channels of sensory information
  • Completeness of sensory information
  • Cognitively demanding environments
  • A strong and interesting narrative, plot, or story

Multiple channels of sensory information means simply that the more senses you assault and the more those senses work in tandem, the better. A bird flying overhead is good. Hearing it screech as it does so is better. 3D may also play a role here, and we can all agree that smell-o-vision will herald in a new era of spatial presence.4

Red Dead Redemption is immersive in part because so many things work in tandem and it doesn't leave many gaps to be filled in by the player's imagination.

Completeness of sensory information means that the fewer blanks about the mental model of the game world that the player has to fill in, the better. Abstractions and contrivances (there are no people in this town because of, uh, a plague! Yeah!) are the enemy of immersion. Assassin’s Creed 2 was immersive because its towns were filled with people who looked like they were doing …people stuff. Dealing in a familiar environment also allows the player to comfortably make assumptions about those blank spaces without being pulled out of the world to think about it. Knowing what the wild West is supposed to look like and having Red Dead Redemption conform to those stereotypes goes a long way towards creating spatial presence.

Cognitively demanding environments where players have to focus on what’s going on and getting by in the game will tie up mental resources. This is good for immersion, because if brain power is allocated to understanding or navigating the world, it’s not free to notice all its problems or shortcomings that would otherwise remind them that they’re playing a game.

Finally, a strong and interesting narrative, plot, or story will suck you in every time. In fact, it’s pretty much the only thing in a book’s toolbox for creating immersion, and it works in games too. Good stories attract attention to the game and make the world seem more believable. They also tie up those mental resources.

Turning to game traits related to consistency, we have:

  • Lack of incongruous visual cues in the game world
  • Consistent behavior from things in the game world
  • An unbroken presentation of the game world
  • Interactivity with items in the game world

Lack of incongruous visual cues in the game world is one of the more interesting precursors to spatial presence. If we were discussing the same concept in movies, I’d cite the example of seeing a boom mic drop into an otherwise believable scene. It’s anything that reminds you that “Yo, this is A VIDEO GAME.” Examples might include heads up displays, tutorial messages, damage numbers appearing over enemies’ heads, achievement notifications, friends list notifications, and the like. It’s also the reason why in-game advertising wrecks immersion so much –seeing twenty five instances of ads for the new Adam Sandlar movie while trying to rescue hostages kind of pulls you out of the experience.

Seriously, who would use one of these things to keep an audio diary?

Believable behavior from things in the game world means that characters, objects, and other creatures in the game world behave like you’d expect them to. It’s also worth noting that the cues need to make sense and be constant throughout the experience. This is one reason that I think Bioshocks’s audio logs kind of hurt the game’s otherwise substantial immersion: Who the heck records an audio diary, breaks it up into 20-second chunks, puts them on their own dedicated tape players, and then wedges those players into the various corners of a public place? It doesn’t make any sense.

An unbroken presentation of the game world means that the spatial cues about the imaginary world your game has created should not just up and vanish. Which is exactly what happens every time you get a loading screen, a tutorial, or a game menu. When that happens, the game world literally disappears for a few minutes, and we can’t feel immersed in something that isn’t there.

Interactivity with items in the game world could probably fit under the “richness” list above, but I include it with consistency because it’s another way of giving the player feedback on actions and a sense of consistency between various parts of the environment. Operating machines, talking to NPCs, and fiddling with physics makes it seem like the various pieces of the world fit together consistently.

Games like Oblivion and Fallout 3 are immersive because they let you interact with almost everything.

Player Characteristics Leading to Spatial Presence

Of course, players have some say in how immersed they get in a game. Some people just have more spatial ability and can build those mental models of game worlds more readily and make them more vibrant. And researchers have found that people have an “absorption trait” which means that they’re quicker to get fascinated by something and drawn into it –something I like to think of this as “the fanboy gene.”

Other times the player takes a more active role. Some players simply want to believe in the illusion, and will induce their own bias towards accepting the “I am there” hypothesis. In this state, they’ll require less confirmatory information to accept that hypothesis and less disconfirming information to reject it. This is also similar to the idea of “suspension of disbelief” where players wilfully ignore stuff that doesn’t make sense (like thunderous explosions in space or the fact that enemy soldiers can soak up a dozen of gunshots without going down) in order to just have a good time.

Other researchers have also pointed to a concept they call “involvement” which is a media user’s desire to act in the make-believe world, to draw parallels between it and his life, and to effect changes in it according to their own design. To me, this seems like an overly fancy way of saying “some people like to role-play” which leads directly to greater immersion.

So there you have it. Everybody can cite examples of things that yank them out of the game experience, and it turns out that psychologists have examined, classified, and isolated a lot of them. This isn’t to say, though, that ALL games should strive to BE immersive. I think games are kind of unique in all media in that this is so. A game can still be a good game without being immersive, and maybe some types of games are better if they AREN’T immersive. But that’s the great thing: game designers have a lot of paths that they can take to good art.

What about you? Do you have any great examples of games or features of games that either create or undermine immersion? What’s the most immersive game you’ve ever played? I’d like to hear about it in the comments section.

  1. Which my spellchecker says isn’t actually a word, but you know what? It IS. []
  2. Wissmath, B, Weibel, D., & Groner, R. (2009). Dubbing or Subtitling? Effects on Spatial Presence, Transportation, Flow, and Enjoyment. Journal of Media Psychology 21 (3), 114-125. []
  3. Wirth, W., hartmann, T., Bocking, S., Vorderer, P., Klimmt, C., Holger, S., Saari, T., Laarni, J., Ravaja, N., Gouveia, F., Biocca, F., Sacau, A. Jancke, L., Baumgartner, T., & Jancke, P. (2007). A Process Model for the Formation of Spatial Presence Experiences. Media Psychology, 9, 493-525. []
  4. Tangentially, I don’t think research in this area has really caught up with the whole motion control and how having your movements match the in-game action leads to immersion. Somebody get on that. []

Written by Jamie Madigan

July 27, 2010 at 9:31 pm

Psychological Reactance and Bioware Games

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Earlier this year I was playing through Bioware’s Dragon Age: Origins and found myself on the twin points of one of the company’s signature dilemmas: with which of the non-player characters should I pursue a romantic interest? Should I woo the crabby but sexy Morrigan or should I court the more pure hearted and worldly Lelliana? Or hey, maybe I should put the “role play” in “role playing game” and succumb to the roguish1 Zevran’s advances? Oh, I can’t commit! Bioware has been presenting me with this same basic choice since Baldur’s Gate2 and I always end up doing the same thing: I string everyone along as far as I can until I’m absolutely forced to make a choice.

So why is this? Why do I invest so much mental and emotional energy into this pointless choice between make-believe people in a video game and why am I so reluctant to commit?

Well, part of the reason is that humans hate to lose choices. Or, more to the point, we hate to lose options. Psychologist Jack Brehm3 coined the term “psychological reactance” to explain the concept that we really hate to lose options or freedoms once we think we have them. A child will want the toy they showed no interest in moments earlier just because her sibling is playing with it now. When shoppers in Florida were told that a certain kind of laundry detergent was banned, they rushed to not only horde the soapy goods, but they began organizing caravans to import them from neighboring states.4 And some members of one messageboard community I regularly visit reacted to having a particular curse word5 automatically replaced by the word “tapir.” They found progressively more insidious ways of circumventing the ban and by adopting “tapir” as a well known code word for the very thing it was supposed to replace, resulting in more name calling than before.

Oh, which doors to close?

Behavioral economist Dan Ariely provided a neat example of psychological reactance in his book, Predictably Irrational, and I think it’s directly relevant to my inability to let go of romance options in Dragon Age. Ariely and his colleague created a little computer game where participants could choose between three doors –red, blue, and green. Players had only 100 mouse clicks to “spend” in the game by clicking to navigate between doors and then clicking in the rooms on the other side of each door. Clicking once inside a room yielded a random amount of money within a certain range. The red room, for example, could pay between 3 and 9 cents for each one of the player’s limited clicks, but the blue room may pay between 8 and 16 cents per click. Only the players didn’t know the ranges; they had to experiment to determine the optimal way to play the game and maximize their payout. But here’s the trick: If a player ignored a certain room for 12 turns (i.e., clicks), the door to that room would shrink and eventually disappear –gone was that option! But players could “reset” the door by clicking on it just once before it disappeared (an act that cost 2 clicks without generating any money).

So what did people tend to do? Even after discovering which room yielded the highest payout –in real money– they STILL tended to go back and waste clicks on lower paying doors just to keep those options open even thought they didn’t intend to actually exercise them. This was totally irrational, but psychological reactance made them reluctant to lose those options.

I think the same thing is at play when we wring our hands over closing the door to one of Bioware’s trademark NPC romances, especially after the point where we have nothing to gain by stringing the other players along. I’m not sure that the wizards6 at Bioware call it “psychological reactance” in their design documents, but I bet they’ve figured out that this approach adds a lot of drama and tension to the game, which we react to well in the end.

This kind of thing is so common in character progression as to be mundane (do I spend my talent points upgrading weapons or stealth abilities?) but game designers can certainly aim to do the same thing by giving us irrevocable choices in narrative branches. Making choices that kill the player have little tension, because you can always load a saved game. But forcing a player to make a choice that will result in losing one party member or another will cause real consternation. Remember the fates of Ashley Williams and Kaiden Alenko in another Bioware joint by the name of Mass Effect? The tension could be highlighted even more when we have to allocate (some might say “waste”) limited resources to keeping options open as long as possible. Or force a player to choose between upgrading an ability or getting a chance to complete an entire side quest. By leveraging psychological reactance designers can inject a lot of hang wringing into the experience that will be remembered for a long time.7

  1. Literally []
  2. Viconia, before you ask. []
  3. Brehm, J. (1966). A Theory of Psychological Reactance. New York: Academic Press. []
  4. Cialdini, R. (2009). Influence: Science and Practice. Boston: Pearson Press. []
  5. The one that starts with “C” and refers to a certain part of female anatomy, if you must know []
  6. And doctors –Canadian ones at that! []
  7. Thanks to PoG reader Martin for his insightful e-mail about Fable 2 romances and Ariely’s doors experiment, which reminded me that I had thought it explained Bioware’s romance choices back when I first read it. []

Written by Jamie Madigan

July 22, 2010 at 9:03 pm

Hedonic Adaptation and Game Reviews

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[Note: This article first appeared in my column on Gamasutra.com.]

My wife and I have a Father’s Day tradition where I get to celebrate the joy of parenthood by kicking everyone out of the house and playing video games for 12 hours straight.1 This year I decided to take a chunk out of my backlog by unwrapping Bioshock 2 and popping it in. Normally it would take me weeks of playing a game like this in one or two hour chunks when I could find the time, and I’d often look forward to these bite-sized gaming sessions. But this time I wanted to use my annual alone time to burn straight through as much as I could without stopping.

I loved the game at first and I envisioned myself playing until biology forced me to stop. A few hours later I was slinging plasmids and stomping splicers, but I was enjoying the game less and less. This made me think of something called “hedonic adaptation” that Dan Ariely had written about in his new book, The Upside of Irrationality. Had my playing Bioshock 2 for hours and hours straight diminished my enjoyment of the game?

Probably so, according to the research Ariely reports on. The theory is that people become less sensitive to pains or pleasures over time2. Ever notice that a bad smell fades the longer you’re exposed to it? Or how people who move from the Midwest to Southern California3 appreciate the weather a lot when they first get there but take it for granted a couple of years later? Same concept. It’s a good thing for unpleasant stimuli, but somewhat unfortunate when it diminishes our enjoyment of nice things like playing a good game.

The thing is, though, that researchers have found that this kind of adaptation can be short circuited simply by taking a little break. In one 2008 study by Leif Nelson and Tom Meyvis4 the subjects were all lucky enough to get a nice massage as part of the experiment. One group got a three-minute massage. A second group got a 80 second massage, took a twenty second break, then got another 80 seconds for a total of two minutes 40 seconds –less time with the magic fingers than the first group. So, given hedonic adaptation, which group do you think reported higher satisfaction with the massage and said they would be willing to pay more for it? Yep, the one that took a 20-second break. Because that short break stymied their adaptation to the pleasurable event and kind of “reset” their appreciation for it. Nelson and Meyvis also did the same trick with an unpleasant experience –listening to an annoying vacuum cleaner sound at high volume.5 Same thing: those who took a break listening to the sound found it sucked more.6

So think about the implications this has for video game reviewers. When a popular AAA game comes out, it’s not uncommon at all for reviewers to sit down and burn through it as fast as they can in order to satisfy readers’ expectations of a timely review. Sometimes game publishers even invite reviewers on-site to sequester themselves with the game just ahead of release and do literally nothing but sit in a room and play the game until they’re either done or start recreating the last third of “The Shining.”

Given hedonic adaptation, does a reviewer risk becoming numb to a game’s good points if he/she plays it for long stretches without a break? Do they amplify their perceptions of a game’s negative traits in the same way? Given that most of us, rare exceptions like my Bioshock 2 marathon aside, play games in smaller chunks and take long breaks between sessions, does this mean that we’re experiencing the game is a significantly different way than reviewers?

The science seems to suggest so. But I also wanted the opinion of a veteran game reviewer on whether or not it was a legitimate concern or so much poppycock so I asked Tom Chick, who has written bajillions of game reviews for a wide variety of outlets, including 1Up, GameSpy, Yahoo! Games, Gamespot, and others. He also currently serves as editor-in-chief for Fidgit.com and runs the Quarter To Three website. “I do think it’s a legitimate concern in the reviewing process.” Chick said. “I’ve only once done one of those review events where you go somewhere to play through a game before it’s released. It was for Half-Life 2. I was in a room at Valve over the course of two days and one night. I felt it negatively impacted my opinion of the game. I had to be careful to be analytical about the game rather than responding to the fact that I couldn’t take breaks to do other things.”

When asked about reviewers could counteract such demands on those occasions when Gabe Newell isn’t standing over them and poking them with a stick so that they keep playing, Chick said “When I’m charging through something for a review on a deadline, I’ll routine take breaks to either play another game, watch a movie, do some writing, or somehow break up the experience. Whereas I had previously put this down to having a short attention span, I’m now going to say that it’s to avoid acclimation.”

Indeed. Apparently those who say video games and YouTube are stunting our attention spans just aren’t seeing the upside.

  1. And ladies, before you cry foul, she gets to do something similar on Mother’s Day involving scrapbooking and a nice bottle of Chardonnay []
  2. Don’t confuse this with diminishing sensitivity to gains/losses a la prospect theory; hedonic adaptation refers to changes in sensitivity to the same thing over time []
  3. Sorry for the USA-centric reference, Rest of the World; just think bad weather to nice weather []
  4. Nelson, L. and Meyvis, T. (2008). Interrupted Consumption: Adaptation and the Disruption of Hedonic Experience,” Journal of Marketing Research, 45 654-664. []
  5. To recreate this effect, turn on your vacuum cleaner, lie down on the floor next to it, and stick your face right up in there. Go on, I’ll wait. Done? Okay. []
  6. Pun intended. []

Written by Jamie Madigan

July 12, 2010 at 9:02 pm

Anonymity and Blizzard Forums

with 20 comments

Earlier this week Blizzard dropped a big AoE by announcing that it was greatly reducing user anonymity on its Starcraft II and World of Warcraft forums. Everybody who posts on those boards will soon have their real first and last names displayed. So Trolly McTrollpants will no longer be able to post under that name …unless that’s what it says on his credit card. Which seems doubtful.

(Update: A few days after making the announcement, Blizzard recanted due to rather loud and displeased reactions from players. They have noted, though, that they still have other plans for changing the behavior of their forum posters.)

Aside from wanting to make Battlenet (the system that handles matchmaking and other socially oriented tasks for players of Blizzard games) more of a social networking tool, the intent of this change seems to be to bail out some pretty nasty bathwater from the forums, even if that means a few smiling babies get tossed, too. Trolls, flames, and vitriol in 48 flavors seem to be a big problem in the official forums. Given WoW’s stupefyingly large player base, the company has too big a community, which is a weird but apparently real problem. I imagine its forum moderators and community managers are overwhelmed and this nuclear option of sharing real names is meant to do two things: 1) reduce the number of people using the forums, and 2) make people be nicer to each other by robbing them of their anonymity. I think it will succeed at both, though it’ll be a bumpy ride.

As I’ve written about before, anonymity has some well known psychological effects. People who feel like less of an individual because they’re an anonymous part of a group may be more likely to look to social cues and the behavior of other group members to determine their own behavior, and this often results in their being antisocial jerks. Reducing anonymity can in turn reduce this kind of behavior and make people a little more likely to be courteous and hold their tongue if that’s how they’d behave in face to face interactions. So I think Blizzard is likely to see results from this. It’ll also be magnified by the number of thoroughly anti-social jerks who withdraw from the forums entirely because they don’t want to risk reprisal for their actions.

(Personally I think they’re making the right move, though it’ll cost them. Also among those leaving will be those who value their anonymity for other reasons –because they’re women who don’t want to deal with other players’ knowing it, because they don’t want others to know about their hobby from a Google search, or because of any other plausible reasons. But I guess that Blizzard has done the social arithmetic and decided that those are acceptable losses in the face of making their forums usable.)

What’s fascinating to me, though, it to wonder how Blizzard might be trying to measure the impact of this decision internally. I mean, technically Blizzard isn’t really doing anything to increase accountability for your posts; they’re just changing the social and psychological context. If I were working there and put in charge of this task, I’d first identify some metrics that would be of interest. Some of them are no brainers, like the number of new posts/replies and new account registrations. But you could get creative, too. You could look at random posts and get measures of how frequently certain words are used, ranging from rude phrases (“stupid” “shut up” “noob” and the like) to curse words and euphemisms for curse words. Maybe you’d want to look at average word count per post, too, since derogatory and pithy one-line replies might be less frequent than more thoughtful replies. There are probably already lots of existing models of verbal aggression out there in the psychology literature that you could draw from to make your predictions.

Once I had those metrics figured out, I’d ideally do a phased rollout of different forums or different regions that would allow me to have a control group under the status quo and an experimental group that gets the Real ID treatment. You could then collect data for a week or a month, then compare the two groups on those metrics. Or, if you just had to do a simultaneous rollout of the changes across the board (pardon the pun) then you could use archival data to do before/after comparisons.

So there you go, Blizzard, if you’re not already doing something along those lines, you should and you should even look to publish it in one of the new academic journals addressing video games and electronic media. People have been hypothesizing about this stuff before, but nobody has ever had a chance to actually test it on this scale. My consulting fee can be paid in purples and epic mounts.

Written by Jamie Madigan

July 7, 2010 at 8:13 pm

Loss Aversion and the Crackdown 2 Demo

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One of the first articles I wrote for this site was about how to use loss aversion to get people to buy Xbox Live Arcade or Playstation Network games. The idea was that during the demo for the game you award people achievements or trophies, then threaten to take them away unless they buy the full game. I speculated that this would result in increased sales because of how people hate to lose something once they have it and simply owning something can inflate how much we value it.

Well, the folks at Microsoft and/or Ruffian games seem to be thinking along the same lines1 because upon downloading and firing up last week’s Crackdown 2 demo I saw this screen:

Crackdown 2

For the vision impaired among you, the message conveyed is that the demo allows you to earn achievements that will automagically transfer over when you buy and play the full game. Sure enough, I futzed around with the demo and earned an achievement. Upon exiting, I got this message:

Crackdown 2

I’d be fascinated to see what this does to Crackdown 2’s sales numbers and how many people actually end up shuffling achievements over from the demo. It’s a great idea regardless, but it’s worth noting that it’s not quite what I had in mind in my earlier article. What I thought would be most effective was actually giving the person the achievement and associated gamer points so that they show up everywhere you normally see them, then taking them away if the person exited the demo without buying. What Ruffian did was just say “you earned these in the demo, we’ll give them to you in the game, too.” It’s not quite the same thing, because it doesn’t trigger the idea that you’re going to lose something unless you act.

Maybe there are logistical reasons why this can’t be done in a demo or maybe it would be in violation of some “Don’t be too awesome” rule in Microsoft’s certification process. I don’t know. But I do think that Ruffian could have gotten almost there if they had simply changed the wording they used on the screen above to something like this:

Well done! You have unlocked the following achievements and earned the gamerscore points that go with them. They are waiting to be added to your account once you purchase the full version of Crackdown 2. If you don’t, these achievements will be lost forever. Don’t let that happen, Agent!

I bet that would have worked out a lot better, given how it casts the achievements as a potential loss rather than a gain, and we react much more strongly to losses than gains. What about you? Are you more likely to buy the game because you’ll get to keep your achievements?

It’s also worth noting that the one thing I really hated about the demo was the timer that forced you to restart (with a fresh game and a wimpy Agent) after just 30 minutes of play. Again, I wrote before about how people –especially Westerners– hate the idea of being on a meter and experiencing their service or product as a series of little losses. Of course, the Crackdown 2 demo doesn’t perfectly fit the bill here since you’re not paying for it, but the human brain isn’t always rational and I bet that my distaste for the timer is partially due to the flat rate bias.

  1. If not reading this site –HI GUYS! SEND ME CRACKDOWN 2 SCHWAG, PLZ! []

Written by Jamie Madigan

July 1, 2010 at 8:26 pm