How the irrational way we treat “free” as a price in games can lead us astray …or keep us on track.
What do the ending of the Mass Effect series and a painful medical procedure have in common? They both illustrate how memory and evaluation of experiences interact.
Some recent research suggests how to predict whether motion controls and other weird peripherals will lead to frustration or enjoyment.
3 psychological phenomena that can help determine the success (or failure) of a Kickstarter video game pitch.
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.
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…
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?