This is archives page of The Psychology of Video Games. Currently the archives consist of 211 posts, 211 pages and 2 comments, with a total of 6 categories and 284 tags.

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2K Games 3D Realms achievements action identification Activision Age of Conan aggression Anchoring Anchroing Animal Crossing anonymity anticipation antisocial behavior APB Apology artificial intelligence ASA audience effect Availability Avatars badges Bayonetta Ben Lewis Biases Biometrics Bioshock Bioshock 2 Bioware Blizzard Entertainment Book Book Review Borderlands Braid Brutal Legend Burnout Candy Crush Saga casual games Celia Hodent charity charm prices cheating Child's Play Chime Civilization V Cognitive DIssonance commitment compensatory decision making competition Conceptual Consumption conditioning confirmatory information bias Consistency Bias console wars consumer psychology Contrast Effect controller mapping Coop Crackdown 2 creativity Crunch culture Dead Space decision-making deindividuation Destiny Deus Ex Diablo III Distinction Bias DJ Hero Dopamine Dragon Age Dragon Age: Origins Draw Something Dreaming Duke Nukem 3D Duke Nukem Forever Dunning-Kruger Effect E3 EA Edge Magazine elimination by alternatives emotions Empathy Endowed Progress Effect endowment effect engagement envy Escalation of Commitment ESRB Facebook Fairness Fallout New Vegas Far Cry 4 Farmville Fear featured feedback feedback loops Fez flat rate bias flow fluency effect Forza 3 framing free FreeStlyeGames free to play Frozen Synapse frustration FTL Funcom fundamental attribution error Game Developer's Conference GameFly Game of the Year GamePro Game Reviews Game Room gamification GDC GDC15 Gearbox Software genres Groupthink guilds Guild Wars 2 Guitar Hero Halo Halo 3 Halo effect Halo Reach health Hedonic Adaptation helping heuristics Homefront Horror Hot Hand Fallacy Humble Bundle Idle Thumbs Immersion inattentional blindness Infinity Ward invisible gorilla Irrational Games Jane McGonigal Jeffrey Lin justice Just World Hypothesis Kickstarter Killzone Kinect League of Legends learned helplessness learning Left 4 Dead left digit effect Less is More loot loss aversion Mafia Wars marketing Marvel Puzzle Quest Mass Effect Mass Effect 3 metacognition Microsoft Microsoft Points microtransactions Minecraft Mirror Neurons Mode 7 Games Modern Warfare 2 Motion control motivation Move Narrative Bias near miss effect needs and gratification theory Netflix Nostalgia Oblivion Papers Please peak end rule personality Playstation Playstation 3 Playstation 4 Playstation Move Playstation Network podcast Portal Portal 2 Positive Psychology Presence pricing Priming Prisoner's Dilemma Procedural Justice prosocial prospect theory psychological reactance QUBE Quests rage quitting Reality is Broken Recency Effect reciprocity Red Dead Redemptions Red Faction: Guerrilla red ring of death regression to the mean Relaxation research methods Rock Band Sales sampling error Scarcity Sega Selection self-determination theory Self-perception theory self-selection bias Sexualization Shenmue Shooters SimCity Social simulation sickness situational judgment tests Skyrim Sleep Social Comparison social games social identity theory Social Proof Sony spatial presence Starcrafft II Starcraft Starcraft II Star Wars: The Old Republic statistics status quo bias Steam Stress Sunk Costs superstar effect Syndicate Talent Trees Team Fortress 2 The Last of Us the Proteus Effect The Walking Dead Tiger Woods PGA Tour Tiny Tower Tomb Raider Tony Hawk RIDE Torchlight toxic behavior Trials Evolution trophies tutorials uncertainty Unit Effect User Experience UX Valve Valve Software Violence virtual reality Waste Aversion Wii Word of Warcraft Work World of Warcraft Xbox Xbox 360 Xbox 360.Xbox Live Xbox Live Xbox Live Arcade Xbox One Zeigarnik effect Zynga

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