3 psychological phenomena that can help determine the success (or failure) of a Kickstarter video game pitch.
In the inaugural episode of the Psychology of Video Games Podcast, I talk to Dr. Andrew Przybylski from Oxford about video game aggression, frustration, rage quitting, and motivation.
All it may take to get people to spend money in free to play games is one well placed countdown timer.
Has anyone ever done research on whether playing on the red team or the blue gives one a mental edge in games? Yep.
I have an article on the psychology behind loot, grinding, and player envy in the new issue of Edge Magazine, #276. Read more for some more details.
I’m almost done with my book, but I need your help if you’re interested in covering it for your publication, providing pre-release comments, or using it in your classroom.
How can information about players’ scores and other accomplishments be framed so as to motivate them to compete and try to do better than other players? Let’s explore 3 psychological phenomena that can help.
Destiny’s loot system leaves out one very important component that could make playing the game more compulsive and habit forming. But it adds in another that might be prolonging player enjoyment after getting a sweet loot drop.
Sony just launched its PlayStation Now service that lets you rent access to streaming games. The pricing seems a bit odd to some, but it actually uses some well established psychological tricks to nudge you towards the option that Sony wants you to take. Allow me to explain…
Hey, while I work on my own book about the psychology of video games, here are three good reads on the topic to tide you over.