Archives
- A Tale of Two Talent Trees
- Anonymity and Antisocial Behavior
- Anonymity and Blizzard Forums
- APB: All Points Bulletin or Aggregated Payment Bias? Both.
- Articles for Edge Magazine Online
- Bayonetta: Witches With Halos
- Benign Envy and The Psychology of Tiny Tower
- Book Review: Reality is Broken by Jane McGonigal
- Burnout, Crunch, and the Games You Play
- Closed Betas and Group Culture
- Come See Me Lecture at the Login 2010 Conference
- Competition, Cooperation, and Play
- Conan the Loss Averse Barbarian
- Conceptual Consumption and Kicks to the Head
- Confirmatory Information Bias and Tony Hawk RIDE
- Creativity, Puzzle Games, and Brain Damage
- Deindividuation + Character Creator = Stab Them in the Face
- DJ Jazzy Contrast – The Contrast Effect and DJ Hero Renegade
- Draw Something Uncertain
- Duke Nukem Forever: Escalating Commitment and Chewing Bubblegum
- Endowed Progress Effect and Game Quests
- Et Cetera April 2010
- Et Cetera, February 2010
- Et Cetera, March 2010
- Framing and World of Warcraft’s Rest System
- Freezing Your Decision-Making Synapses
- Fun is Had When Your Time Flies
- Fundamental Attribution Error and A Tale of Two Tigers
- Gamer Dreams
- Gaming for Mondays
- Hedonic Adaptation and Game Reviews
- Heuristics, Ho!
- Hot Hand Fallacy and Kill Streaks in Modern Warfare 2
- How Game Tutorials Can Strangle Player Creativity
- How Reciprocity Yields Bumper Crops in Farmville
- How Social Identity Theory Predicted the Console Wars of ’07
- I Did a Podcast!
- Ideal Self Image and Game Choice
- Irrational Games on The Psychology of Fear
- Jam and Game Reviews
- Just One More Level: Decision Making Under Arousal
- Just World Hypothesis and Homefront
- Kinecting With Your Emotions
- Login 2010 Lecture Slides
- Loss Aversion and the Crackdown 2 Demo
- Loss Aversion, Achievements, and Trial Conversions
- Modifying Player Behavior in League of Legends With Honor
- Motion Controls and Presence
- Needs and Gratification Theory and Game Genres
- Netflix, GameFly, and Predicting the Future
- Phat Loot and Neurotransmitters in World of Warcraft
- Picking Your Guildies: The Role of Attraction, Selection, and Attrition
- Priming, Consistency, Cheating, and Being a Jerk
- Procedural Justice and Nerfing
- Psychological Flow and Fake Plastic Rock
- Psychological Reactance and Bioware Games
- Psychology of Games: Now Appearing in GamePro Magazine
- Red Rings and Research Methods
- Regression to the Mean and Owning Some Chumps
- Self-Perception Theory and Marketing through Avatars
- Seven Psychological Sins of SimCity Social
- Situational Judgment Tests as RPGs
- Some stuff lost in a restoration…
- Steamed Endowed Progress a la carte
- Sunk Costs, Pre-Orders, and Game Over
- The Availability Heuristic is Always On
- The Charitable Status Halo Quo
- The Contrast Effect: The Cover Art of Borderlands
- The Dunning-Kruger Effect and Multiplayer Games
- The Endowment Effect and Used Game Sales
- The Glitcher’s Dilemma: Social Dilemmas in Games
- The Power of You. No, Wait, Others. I Meant The Power of Others
- The Psychological Appeal of Violent Shooters
- The Psychological Weight of History
- The Psychology of Anonymity
- The Psychology of Apology (and Hugs)
- The Psychology of Avatars in Edge Magazine
- The Psychology of Child’s Play
- The Psychology of Diablo III Loot Part 1: Anchoring the Auction House
- The Psychology of Diablo III Loot Part 2 Availability Heuristic and Loot Drops
- The Psychology of Diablo III Loot Part 3 Dopamine Binds On Pickup
- The Psychology of Diablo III Loot Part 4 Historical Items
- The Psychology of Fair Play
- The Psychology of Fear in Video Games
- The Psychology of Free-to-Play Games in Edge Magazine
- The Psychology of Game Nostalgia in Edge Magazine #242
- The Psychology of Game of the Year Debates
- The Psychology of Games Reading List
- The Psychology of Genres in Edge Magazine #241
- The Psychology of High Scores in Edge Magazine
- The Psychology of Horror
- The Psychology of Immersion
- The Psychology of Immersion in Video Games
- The Psychology of Loot
- The Psychology of Microsoft Points Part 1: Waste Aversion
- The Psychology of Microsoft Points Part 2: Conversion Factors
- The Psychology of Shooters
- The Psychology of Shooters (Online)
- The Psychology of Sony’s Playstation Move Announcement
- The Status Quo Effect (Or, Pay Without Play)
- The Uncanny Valley and Character Design
- The Unit Effect and Player Perceptions
- The Walking Dead, Mirror Neurons, and Empathy
- The Zeigarnik Effect and Quest Logs
- Thoughts on Immersion in Skyrim
- Three Reasons Why We Buy Those Crazy Steam Bundles
- To Sleep, Perchance to Pwn
- Trials Evolution, Social Comparisons, and Second Place
- Two Lessons From Team Fortress 2
- Why Do We Love Genres So Much?
- Why We Get Nostalgic About Good Old Games
- Xbox Game Room’s Dummy Pricing (Not for Dummies)
- Zerg Rushed by a Tiger? Just give up.