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The Psychology of Video Game Avatars

Are you more dominant, kind, assertive, clever, or flirty depending on how your character appears in-game? Both new and old research has shown that the avatars we adopt can influence our behaviors not only inside the game, but outside as well.

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How Not to Compare the Xbox One and PS4

With the Xbox One and PS4 in stores this month, many of us are comparing bulleted lists of features when trying to decide which to buy. That’s a step up from blind fanboyism, but such an approach can still trigger a couple of mental errors in judgment. Here’s how to avoid them.

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The Psychology of Video Game Nostalgia

With the help of researchers in psychology and marketing, let’s explore why we tend to get nostalgic about old games, why we may be fooling ourselves about how great they were, why it may be a good thing anyway, and why it makes us vulnerable to marketers.

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Less Humble Bundles Are More

The “less is more” effect can make one product seem more valuable than another even though it has less to offer. The Humble Bundle deals provide a great real-world example of how you might be willing to pay more if the deals were presented in just a slightly different way.

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Why You Don’t Burn Out on Candy Crush Saga

Candy Crush Saga is the most popular game on Facebook, iOS, and Android. Unsurprisingly, it uses a few psychological levers to move its players, and this article focuses on one of them to answer the question: Why do they limit the number of lives you have per day instead of letting you play as much as you want?

Gone Home's game world is relatively small, but incredibly dense and rich

Why Gone Home Is So Immersive

The first person exploration game Gone Home is one of the most immersive games I’ve ever seen, and it was done with just a tiny budget and team relative to AAA games. Let’s look at what theories of spatial presence have to say about what the developers did and why it works so well.

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The Psychology Behind Steam’s Summer Sale

Summer is here! Time to pump up your video game backlog until it’s bloated, gurgling, and making vaguely taunting motions from over in the corner. In other words, the Steam Summer Sale has begun. I just bought Hotline Miami, Fez, and The Swapper for like 14 cents while typing that. Like last time, Steam is…

How Kinect sees you: a pulsing sack of meat and emotions. (Image from Wired's Kinect demonstration.)

Can The Xbox One’s Kinect Read Your Mind?

Well, no. Of course not. That’s a silly question. Why would you even ask it? That said, the updated supercamera on the Kinect 2.0 is capable of some pretty amazing things. Microsoft demonstrated how it can tell where you’re looking, estimate your heart rate from the color of your skin, and even infer your mood…

Like most online shops, there's lots of prices that end in .99 here in the Mann Co. store.

The Left-Digit Effect: Why Game Prices End in .99

Why, when you saunter into a game store or navigate your favorite e-tailer, is everything priced $59.99, $29.99, or $19.99? More specifically, why do all those prices end in “.99?” Why not just be honest and price them at $60, $30, and $20? Retailers aren’t fooling anyone by pricing them one cent cheaper, are they?…

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A Tale of Two Talent Trees

Can the presentation of choices on an upgrade screen or talent tree affect how we feel about those choices? Consider the two screenshots of talent trees below. No, look, don’t ask why just yet. Just consider them! The first one is from the first person shooter Syndicate while the second is from the latest Tomb…

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The Availability Heuristic is Always On

One of the stories that’s making the rounds right now concerns Adam Orth, a (former) Creative Director at Microsoft who caused a ruckus by cramming his foot in his Twittermouth. He did so while weighing in on a potential “always on, always connected to the Internet” nature of Microsoft’s next Xbox console. The gist of…

Heuristics, Ho!

This pricing I just saw on Bioshock Infinite inspired me to make a quick note: This is just a nice example of what psychologist and influence connoisseur Robert Cialdini would call a “click, whirr” moment. Bioshock Inifinite is only discounted three cents here, but we’re so used to thinking that something is a good buy…

The Zeigarnik Effect and Quest Logs

What do waiters in a 1920s Venetian restaurant and today’s average role-playing game fan have in common? They both tend to remember what they have yet to finish. Sometime during the 1920s, Russian psychologist Bluma Zeigarnik was sitting in an Austrian restaurant (or maybe German; accounts differ) when she noticed something peculiar: waiters displayed an…

Modifying Player Behavior in League of Legends With Honor

One of the blind spots in my gaming experience is the multiplayer online battle arena (MOBA) genre, which consists of competitive multiplayer games like DOTA, Heroes of Newerth, and League of Legends. Part of the reason I’ve never jumped in to any of these massively popular games is the one-two combination of a daunting learning…

The Walking Dead, Mirror Neurons, and Empathy

Oh man, have you all been playing The Walking Dead from Telltale Games? I have, and with every installment of this episodic game I’m newly impressed by how hard it yanks on my emotions. Like the comic that spawned it, the game is unapologetically bleak. Its appeal largely comes from watching characters getting crammed into…

How Game Tutorials Can Strangle Player Creativity

Okay, let’s do one more article on creativity and games, based on this question: Is it better to hand hold new players through a game tutorial to teach them all the mechanics and intricacies of a game, or is it better to let them figure things out on their own? The “tutorial level” has become…