I have an article on the psychology behind loot, grinding, and player envy in the new issue of Edge Magazine, #276. Read more for some more details.
I’m almost done with my book, but I need your help if you’re interested in covering it for your publication, providing pre-release comments, or using it in your classroom.
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…
Hey, while I work on my own book about the psychology of video games, here are three good reads on the topic to tide you over.
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.
Have you ever wanted to read about this stuff in book format? Good news!