I talk to Dr. Nick Bowman from West Virginia University about how video games differ from other media in terms of the demands they place on players and thus how our approaches to studying them should differ. It turns out that video games ARE special and something new.
In celebration of Halloween, let’s look at some of the psychology behind why people like scary video games.
“Wii U” sounds silly, but Nintendo’s consoles might be benefiting a little from what’s known as the fluency effect.
Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them is a book about how video games use psychology to shape our behavior, manipulate our beliefs, and rig our purchasing decisions.
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How can envy can drive us to make in-game purchases and microtransactions? But also, what do we think of others who just buy things we chose to grind out? Let’s see what the research suggests.
An old technique from film making has psychological roots that reach into the world of video games.
What’s the popular topics and state of academic research on psychology and video games? And how can academics package that information for the media and everyone else?
How do gaming Kickstarters that rely on nostalgia make use of our irrational decision-making?
If the users of games are humans, then a little psychology should help a lot in user research, right? Celia Hodent from Epic Games explains why in this episode.
How do players react and what social comparisons do they make when others pay real money for in-game advantages?