Using Social Proof to Battle Toxic Behavior
How can we use one classic finding in the persuasion literature to combat toxic behavior in games?
How can we use one classic finding in the persuasion literature to combat toxic behavior in games?
Why video games are a great solution for the difficult problem of pain management.
How do you best give feedback to a Dungeons & Dragons dungeon master about how to improve their game?
What if a video game could help nurses and doctors to be more empathetic with their patients?
Ever played a tabletop role-playing game with “story dice”? Here’s some of the simple psychology behind why they’re so much fun.
Riot’s AI is listening to your voice chat. Will it curb toxic behavior?
How has one particular quirk of psychology shaped the design of Dungeons & Dragons across editions?
How do Dungeons & Dragons players justify bad behavior? And how can a DM use the same tricks to make really bad and really believable villains?