Seven Psychological Sins of SimCity Social

I have recently been hearing a lot about SimCity Social, the “Farmville with a candy coating of SimCity” game from Bigfish and EA. Mostly I’ve heard about how the game pulls all kinds of tricks to get players to spam each other, trade items, recruit new players, and spend real money. All of these things are par for the social game course, but apparently we have a more egregious than usual offender here. So I decided to investigate what psychological tricks SimCity Social pulls by forking over all kinds of pervasive permissions to my Facebook account and trying it out.

Wow. There’s so much going on here that within a few seconds I blacked out and woke up some time later in a puddle. I don’t know how this happened.

What I do know, though, is that SimCity Social wears many of its machinations on its custom tailored sleeve. I counted seven pretty much immediately and decided to stop there, because I love alliteration and had this great idea for a blog post title. The convenient thing is that these are all things I’ve written about before, so instead of going into depth on each I’ll give you the gist and then point you at other articles if you want more.

Sin #1: Reciprocity

Reciprocity is the impulse we feel to return favors, and it’s a pretty fundamental factor in human society and psychology in general.1 Whenever you get a free sample at the supermarket, the nice lady in the hairnet is banking on reciprocity to at least listen to her enthusiastic description of this new snack cracker if not buy a box right then and there. Famed psychologist Robert Cialdini explained in a 2001 article in Scientific American how the Disabled American Veterans organization used reciprocity to increase the success rate of their mail-based fundraisers from 18% to 35% simply by free return address stickers as a tiny gift with each appeal.

SimCity Social has gift trading baked into almost every aspect of the game. You can, once a day, gift other players with a few resources. If you’re low on specific resources –say a scientist to staff your research lab– you can request them as gifts. And you get points for every gift you accept. The game makes it easy for you to return the favor, and each exchange sends you a Facebook notification that prompts you to launch the game and keep playing. Non-players can receive gifts too, provided they first install the game and start playing themselves.

Read more about reciprocity:

Sin #2: Funny Money

Like most “wait to play” games, SimCity Social lets you spend real money to accelerate the game and get past the time and resource restrictions. Need more “bliss” to finish construction of your toy factory? I don’t know what “bliss” is, but you can get out your credit card and buy some! But, of course, you can’t just charge stuff straight to your card. You have to buy some of the game’s currency, little purple diamonds, and then spend those.

The problem is that like travelers spending money in a foreign currency, spending purple diamonds makes you susceptible to several biases and errors in thinking, ranging from being too lazy to do the mental currency conversions, to applying different (and irrational) mental accounting to diamonds than you would real money, to overspending unused diamonds because you don’t want to “waste” them.

Read more about funny money:

Sin #3: The Status Quo Effect

Let’s stick with the little purple diamonds for a minute. When you click to buy some, you’re presented with six different denominations you can buy, ranging from 900 diamonds for $100 to 35 diamonds for $5. Notice in the screenshot which of those options is selected by default, though: the most expensive one.

This is designed to take advantage what’s called the status quo effect, which describes our tendency to accept default settings, decisions, or options rather than make the often trivial effort to change them. This is especially true in ambiguous or cognitively demanding situations. For example, in one study,2 researchers were able to drastically increase the number of employees who participated in a savings plan just by requiring them to opt out of the program rather than opt in.

Similarly, more people shopping for diamonds should go with the default choice of 900 for $100. Of course, many of you may be thinking that this is too extreme to work in most cases; most people are looking to spend just a few bucks, not $100. And you’re probably right, but SimCity Social uses the status quo effect elsewhere as well. Whenever you have to confirm sending a request to another player via Facebook, the system automatically checks a box that says “Don’t ask again before sending requests to [NAME] from this app.” When you accomplish something in the game, it often throws up a notification that includes the ability to “Share Rewards” to your Facebook wall after you click “OK.” This is, of course, selected by default as shown in the screenshot above.

Read more about the status quo effect:

Sin #4: Artificial Scarcity

Sometimes we just want something because we soon won’t be able to have it. This is known as the scarcity effect. Consider a simple 1975 experiment by psychologist Stephen Worchel3 where researchers offered subjects a chocolate chip cookie from one of two jars. One of the jars had many cookies in it. The other had only a few. In reality, they were THE SAME COOKIES but people reported the cookies from the mostly empty jars as more delicious, more desirable, and more expensive. Just because they were more scarce, and our brains are wired to be averse to losing the option to have something once it’s available.

We see the same thing with plentiful goods or digital goods with limited time offer. If something is on sale for one day only, we’re averse to losing our chance at getting it for a good price and are more likely to buy it than we would if it were that same low price every day. Just look at Steam sales or Amazon.com’s deal of the day. SimCity Social creates this artificial scarcity by offering you a deeply discounted new building every time you level up. But you have to buy it RIGHT THEN before dismissing the “Level up!” notification –the text stresses “One Time Offer! You will NEVER see this offer again!”

Read more about scarcity:

Sin #5: Endowed Progress

Once we get started down the road to a goal, we’re reluctant to give it up. This is a great hack you can use to motivate yourself to reach goals, but it can also be used against you. And what’s more, it turns out that we’re super susceptible to suggestions that we have already started an undertaking, even right off the bat.

My favorite example of what’s called the endowed progress effect is a 2006 study by Xavier Dreze and Joseph Nunes4 where they gave half the customers at a car wash a rapid rewards card that required 8 total stamps to get a free wash. Others were given a similar card that required 10 total stamps, but were given two freebie stamps to get them started. So both groups needed only 8 more stamps, but the one that got kick started with the two freebies were more likely to come back for future visits and to wait less time between them.

SimCity Social leverages the endowed progress effect in a few ways. Upgrading building requires various resources, but you’ll often have at least some of these before you start and will thus immediately see something like “2 of 20 hard hats” when you check the progress of your upgrade. Each game chapter also has multiple, specific goals for completion (e.g., “Build a Bakery”) and I found that I had often already satisfied one of those goals in the course of messing around on my own.

Read more about the endowed progress effect:

Sin #6: The Availability Heuristic

The availability heuristic kicks in when we overestimate the frequency of event because instances of that event are easy to recall from memory –they are, in other words, more available for recall. (Interestingly, the converse is true as well; if we have difficulty remembering examples of something, we underestimate its frequency.)

Many things can make an event easier to recall from memory, including seeing it happen to friends. SimCity Social capitalilzes on this by encouraging you to spam the living daylights out of your wall with notifications of things that you’ve done in the game and the fact that you’re playing the game in the first place. Friends who see these notifications recall them more easily and are thus likely to overestimate the popularity of the game when they see an ad or receive an invitation to play.

Read more about the availability heuristic:

Sin #7: Benign and Malicious Envy

Social comparisons are, unsurprisingly, important to social games. This includes that old standby, envy, especially what’s been called “benign envy.” As opposed to “malicious envy” where you want to tear down the other person and take away their pretty shiny thing, benign envy is elicited when we think that a person deserves what they have because they earned it. Benign envy motivates us to improve ourselves (or pay money) to get the same rewards. In one study5 researchers instilled benign envy in a group of college students by having their friends earn a new iPhone. As a result, subjects said they were willing to pay 64% more to get their own iPhone.

SimCity Social capitalizes on benign envy when you visit other players’ towns. You can see everything they have built and bought. What’s interesting (and probably the most amusing thing about the game) is that you have the option to be either kind or mean to them as you click on all their stuff. You can “knock over display stands” in their stores, or you can “compliment the decor” when you visit their Mayor’s home. You can even send either hot air balloons across their skies, or a flock of incontinent seagulls. And, of course, if you experience benign envy over their accomplishments and layout, you may be more motivated to recruit more friends or buy some of those purple diamonds to keep up with them.

Read more about the benign envy:

So, there you go: my epic post on the psychological shenanigans of SimCity Social. I’m not saying Playfish set out to brainwash you –these are old design principles and the people who make videogames tend to be smart so they figure out and remember what works. Nor are they unique to SimCity Social, in that most of them apply in one way or another for most social games in this vein. But if you decide to engage in a little urban development on Facebook, everything above is good to keep in mind.

P.S., Thanks to readers Zachary and Danielle for stepping up and accepting the friends request to play the game with me and pose for some screenshots.

The Charitable Status Halo Quo

I wrote a while back about the Status Quo Effect and how puny humans are likely to stick with a default or pre-selected option when presented with multiple choices. It’s why e-mail subscription opt-outs are more “successful” than opt-ins, and it’s how services gently steer new customers towards the more profitable options like annual subscription instead of monthly ones.

While installing Civilization V today one of the many messages demanding my attention was this:

Personally I think they should have had one type of charity associated with different types of Civ victory: science, culture, military annihilation.

2K Games is giving away a wad of cash to the charity that gets the most votes from Civ 5 players. Pretty awesome, but it occurs to me that the first charity, Scholarship America, kind of has an unfair advantage over the others because it’s not only listed first, but selected by default. Because of the status quo bias, a lot of people probably just left it selected and hit “Launch Game” without thinking much about it. ((Unless, of course, my sample of 1 data point is insufficient to see that Firaxis is doing something clever, like randomizing which charity is listed first and thus selected by default)) If Firaxis wanted a more pure measure of user preferences, they’d make none of the charities selected by default and make players select one before they could proceed.

This got me thinking of somewhere I had also seen player voting in another context: Halo Reach’s matchmaking lobbies. When you and a lobby full of other players in Halo: Reach get ready to start a new game, you’re presented with three choices with different maps and game modes, plus a “None of the above” option. Players get to cast a vote on which they prefer. Also, you get to call other people terrible names for not voting the way you want. But besides the homophobia, one important difference between Civilization V’s charity voting and Reach’s game selection is that Reach doesn’t have a default option selected or flagged for selection. So the status quo bias isn’t at work there. It’s possible, though, that the first person to cast a vote gets to influence the voting of others by creating a de facto default vote.

The Status Quo Effect (Or, Pay Without Play)

Many of us have been surprised in spite of ourselves when one day we looked up and realized that we’ve been paying for a MMO like World of Warcraft when we haven’t logged on for months. Or maybe we’re reading our e-mail and we get a cheerful note from Microsoft saying that our Xbox Live Gold account has automatically renewed and the charge applied to our credit card. And still we don’t do anything about it. Why not?

Before I explain, consider this graph, showing the participation rates of two groups of employees at an actual Fortune 500 company in a 401(k) savings plan. (For those who don’t know, a 401(k) savings plan lets employees automatically sock away part of each paycheck for retirement. They offer lots of benefits and participating in them is generally a smart thing to do if you don’t want to die of old age on the job.)

401k Rates

Today's kids love hearing about 401(k) savings plans, right?

Can you guess as to why only 49% of people in Group A decided to save for retirement while a comparatively larger 86% of Group B members decided to save? Maybe Group B is full of MBAs, economists, or self-aware computers who are more rational than the drunken chimps in Group A? Nope. Maybe Group A is full of young whippersnappers unconcerned with retirement while Group B is comprised of old geezers? A better guess, but still incorrect.

These groups were actual subjects in a 2001 study by Brigitte Madrian and Dennis Shea, two economists interested in what happened when a tiny but important change was made to the paperwork related to the 401(k) plan. 1 The only difference between the groups was that the paperwork for Group A required new hires to actively sign up for the savings plan, while the paperwork for Group B automatically enrolled new hires into the savings plan unless they overrode that decision. In other words, people tended to go with the default choice –”Don’t Participate” for Group A and “Participate” for Group B– and the suckers in Group A saved less because they couldn’t be bothered to check one box on one form. 2

Psychologists have a term for this reluctance to change from our previous or default decisions: “the status quo effect.” 3 Most television programmers use it to glide you from one show to the next, using an established hit with a strong viewership to build an audience for whatever comes after it. It’s even gotten to the point where you move seamlessly from the end of one show to a quick intro to the next without even pausing for a commercial break. Because once they start, most people will continue to watch even though switching to something else is trivially easy.

This is, of course, the same reason why gaming companies prefer that you sign up for an automatically renewing service instead of using prepaid subscription or point cards. It’s also the reason that rental services like Netflix or GameFly offer “Free Trials” that will roll into paid subscriptions if you don’t actively cancel. They even spin it as a benefit: “If you are enjoying Netflix, do nothing and your membership will automatically continue…”

But it’s also important to be aware of the fact that the default choices you’re presented with when signing up for a new service 4 have much the same effect as the status quo bias. Let’s stick with GameFly and consider this screenshot from the sign-up process:

Gamefly Signup

Oh, which to click?

Notice which option is checked by default: the most expensive one. That’s not by accident. HTML technology is sufficiently advanced so that they could easily have had NO plan chosen by default and could instead require you to make your choice in order to proceed. Instead, they’re taking advantage of the status quo effect and probably getting more people for the $12.95 plan.

Hey, look, Netflix does the same thing!

Netflix Signup

Hey, cut that out!

Similarly, “Opt out” options are popular among marketers because many people don’t bother with the almost effortless task of unchecking some boxes so that they don’t receive spam or avoid installing some obnoxious toolbar in their web browser.

But you guys, wait! The status quo effect only gets more potent when the task you’re faced with is more difficult or cognitively demanding. In a recent article for Psychology Today, psychologist Kelly McGonicgal discusses some research 5 that addresses the neuroscience of how this all works. Subjects in this study were asked to make difficult calls about whether a tennis ball was in or out of bounds, but for each trial one of the two possible calls was randomly made the de facto default choice. You can probably head me off at the pass and figure out that people tended to stick with the randomly assigned default choice, even more so when the call was difficult. And according to McGonigal, even considering going against a default choice seemed to increase the activity in the prefrontal cortex (an area associated with decision-making) and increased exchanges between that area and the subthalamic nucleus, a chunk of gray matter associated with motivated behavior. In other words, evaluating something besides a default options literally requires more mental energy.

The status quo effect can work to our benefit, though, as we saw in the 401(k) savings example above. Many games feature built-in tutorials, tooltips, or other pointers for novice players. Often these assists can be turned off, but they are almost always “on” by default because even if you ,make players aware of them, most would probably not bother turning them on if they were off by default and frustration would ensue. For example, the Guitar Hero and Rock Band games don’t present tutorials to new players by default. This always seemed weird to me, and I swear I made it through most of the first Guitar Hero without ever knowing about hammer-ons and pull-offs because I had skipped the tutorial.

So beneficial situations aside, how do you guard against the status quo effect when you don’t want it unduly influencing your behavior? For starters you can use prepaid subscription cards instead of automatically renewing subscriptions. I renew my Xbox Live Gold membership each year by using such a card, which has the added benefit of letting me buy the cards when they’re on sale and hold on to them until needed. Heck, even Zynga of Farmville fame is selling prepaid game cards now.

Beyond prepaid cards and canceling free trials before they morph into a paid subscription like a Zerg larvae, just make sure you take the time to look carefully at default options the next time you’re filling something out or agreeing to a terms of service. Especially when it’s a cognitively demanding or confusing task, as that’s when you’re most likely to succumb to the status quo effect. Consider: are those default choices what’s best for you? SPOILER ALERT: no, probably not.