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? In this recording of a presentation I gave at a mobile games conference I’ll explore 3 psychological phenomenon 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…
Does violent content in video games cause violence in real-life? Or might something more mundane like frustration over controls and difficulty offer an alternative explanation?
Products frequently try to appeal to group membership when marketing to gamers, but a new study shows when this “you’re not a real gamer if you don’t buy this” approach is likely to backfire.
What do Dark Souls and Thomas Was Alone have in common with a cartoon from 1944? They all illustrate how we’re biased to fill in story gaps based on our own experiences and beliefs.
Why do we feel like we have a real relationship and feelings for characters like Ellie in The Last of Us? The psychology behind parasocial relationships explains why video games are better at this than any other medium.
My wife was once highly offended by a cartoon mole, and the story highlights how a simple attack on self-concept can reduce the frequency and severity of cheating in video games.
Between Twitch and YouTube, many people are now gaming for an audience. What effect does this have on performance? It depends on the audience and the game.
The story of one very scary bridge may explain why Game of the Year discussions ignore the flaws in games like The Last of Us.