How games like Guardians of the Galaxy and Gears of War try to keep you from quitting when you end a level.
Why you shouldn’t always randomly generate names from a table for the dragons or characters in your D&D game.
How Wizards of the Coast could have leaned into the psychology of collecting to sell more Monsters of the Multiverse
Ubisoft is experimenting with using NFTs to make in-game items unique. But they’re getting the psychology wrong.
Are rewards the same as incentives in game design?
How one online games marketplace is hoping to sell you more by offering less.
The psychology behind how we spend in-game currency.
Virtual items by nature lack many of the things that make physical items so collectible. Here’s how game developers and publishers make virtual things more collectible.