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milijanakomad · 8 months
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Product design and psychology: The Zeigarnik Effect in Video Game Design
Keywords: Zeigarnik effect, product design, cognitive psychology, user experience.
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Abstract:
In the annals of psychological research, the Zeigarnik Effect stands as a seminal concept that was astutely discerned by the distinguished Russian psychologist, Bluma Zeigarnik, in the 1920s. Her pioneering work brought to the fore a captivating revelation: the human psyche demonstrates a proclivity to retain and ruminate upon unfulfilled tasks with greater acuity than those that have reached fruition. The core essence of this effect reverberates through the cross-section of both psychology and product design, intimating profound implications in the realm of user engagement, motivation, and overall experience.
The present exposition delves deep into the intricacies of the Zeigarnik Effect, traversing the dual avenues of its psychological underpinnings and its pragmatic application within product design paradigms. Through meticulous analysis, buttressed by empirical evidence and case studies, we endeavour to shed light on the mechanisms through which product designers, armed with an understanding of this phenomenon, can ingeniously craft products that resonate with the very core of human cognitive tendencies.
A focal point of this exploration is the gaming industry – an arena where user engagement and retention are paramount. By extrapolating the principles of the Zeigarnik Effect onto the gaming milieu, we unearth nuances of how this cognitive phenomenon interplays with task completion, player motivation, and engagement metrics. The potency of this effect within the gaming domain underscores the capacity to engender a rich and immersive user experience. This scholarly paper, therefore, not only maps out the theoretical contours of the Zeigarnik Effect but also positions it within the pragmatic landscape of game design.
Furthermore, through a compendium of meticulously curated case studies, we chronicle the tangible manifestations of the Zeigarnik Effect in the contemporary gaming ecosystem. These narratives, rooted in real-world applications, furnish a tangible testament to the transformative potential of this psychological phenomenon when adroitly integrated into product design.
In essence, as we traverse the rich tapestry of the Zeigarnik Effect, we stand at the confluence of historical psychological insight, modern product design imperatives, and the ever-evolving dynamics of the gaming industry – weaving together a comprehensive scholarly discourse on a concept that continues to influence and inspire.
Introduction:
In the bustling ambiance of a 1920s Vienna restaurant, the astute observations of Bluma Zeigarnik unveiled a profound psychological enigma. It was within this setting that Zeigarnik discerned a remarkable disparity in the recall abilities of the waitstaff. With uncanny precision, they retained intricate details of outstanding orders, while memories of fulfilled requests swiftly faded into oblivion. Such a juxtaposition of memory retention prompted Zeigarnik to theorize on the cognitive processes that underlie task completion and retention, culminating in what has now been immortalized as the 'Zeigarnik Effect'.
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Eponymously named after the Soviet psychologist, the Zeigarnik Effect delves into the human propensity to hold onto and remember unfinished or interrupted tasks with markedly greater clarity than those that have been completed. This cognitive phenomenon does not merely stand as an isolated psychological curiosity but has interwoven itself into the very fabric of diverse disciplines, ranging from advertising and education to the pulsating realm of gaming.
The gaming industry, in particular, has been significantly influenced by this effect. The inherent mechanics of task interruptions and the ensuing anticipation in games dovetail seamlessly with the tenets of the Zeigarnik Effect, making it an instrumental tool in shaping player engagement and motivation. When a player is left on the cusp of achievement, the unresolved nature of the task fuels a compulsion to persevere, fostering prolonged engagement and commitment to the game.
But the reach of the Zeigarnik Effect extends even beyond gaming. In marketing, it elucidates consumer behaviour patterns, while in education, it offers pedagogical insights into learner retention. The world of product design, too, remains indebted to this effect. By understanding the innate human inclination toward unresolved tasks, designers have been able to craft experiences that harness this pull, creating products that continually engage and captivate users.
As we stand on the cusp of a century since Zeigarnik's initial observations, the effect bearing her name remains as pertinent as ever. It acts as a beacon, illuminating our understanding of human cognition and its intricate dance with memory, task completion, and engagement. As scholars and practitioners, we continually delve into its depths, uncovering the myriad ways it shapes behaviours and experiences across diverse domains.
The Zeigarnik Effect: An Overview
Zeigarnik (1927) discovered this effect during her research when she noticed that waitstaff at a restaurant could remember details about unpaid orders, but the memory of these details vanished once the bill was settled. Inspired by this observation, she conducted a series of experiments to investigate the phenomenon, eventually leading to the identification and naming of the Zeigarnik effect.
The underlying psychological process that facilitates the Zeigarnik effect is thought to be related to the state of tension that arises from an unfinished task. The tension acts as a task-specific motivator, prompting the individual to complete the task and resolve the tension. The memory associated with this tension is stronger than the memory of a task without such tension, thus resulting in better recall for unfinished tasks.
Understanding the Zeigarnik Effect: A Psychological Perspective
Bluma Zeigarnik discovered this phenomenon while observing a waiter who could remember all the details of unpaid orders but promptly forgot these details once the bills were settled. This led her to conduct experiments, confirming that humans indeed remember unfinished tasks more readily than completed ones. The Zeigarnik effect suggests a mental tension and discomfort created by an unresolved task, causing the brain to remember it more vividly.
Understanding the human cognitive process, including phenomena like the Zeigarnik effect, enables product designers to create more engaging and user-friendly products. The psychological discomfort associated with the incompletion nudges users to return and complete the task, increasing the product's engagement and retention.
Zeigarnik Effect in Product Design
In product design, the Zeigarnik Effect is often applied to design user experiences that increase engagement, foster habitual use, and promote customer retention. The idea is to create a product that constantly offers unfinished tasks, which, according to Zeigarnik’s theory, will linger in the user's memory, prompting them to return and complete the task. In digital product design, LinkedIn's profile completion bar is a case in point. By showing users that their profile is "85% complete," LinkedIn leverages the Zeigarnik effect to motivate users to fully complete their profiles.
Application in the Gaming Industry
In the gaming industry, the application of the Zeigarnik Effect is particularly salient. Game designers incorporate tasks and missions that require multi-stage completion, intermittent rewards, and strategic cliffhangers to keep players engaged and motivated. This technique capitalizes on the fact that gamers will be mentally engaged with the game, even when they are not playing, as the unfinished tasks stay with them.
The Zeigarnik Effect in Gaming: Case Studies
Case Study 1: World of Warcraft (WoW)
One of the most prominent examples of the Zeigarnik effect in gaming is found in World of Warcraft (WoW). WoW employs a sophisticated quest system, a significant part of which comprises multi-part, long-term quests that often require players to take breaks before completion. These unfinished tasks create a state of tension that encourages players to return to the game to complete the quest. This psychological mechanism contributes significantly to WoW's high player engagement and retention rates.
Case Study 2: Candy Crush Saga
In the mobile gaming sphere, Candy Crush Saga effectively exploits the Zeigarnik effect. The game includes numerous short, engaging levels that gradually increase in difficulty. Often, players are unable to complete a level within their first few attempts, leaving the task unfinished. The desire to complete these unfinished levels draws players back to the game, thereby improving engagement and player retention.
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Case Study 3: The Legend of Zelda: Breath of the Wild
Another illustrative example is The Legend of Zelda: Breath of the Wild, an open-world game with numerous side quests and exploration opportunities. Many tasks are purposely designed to take a considerable amount of time, encouraging players to take breaks before their completion. This design technique amplifies the Zeigarnik effect, increasing player engagement and encouraging return play.
Case Study 4: Fortnite Battle Royale
In Fortnite Battle Royale, the battle pass system is a perfect demonstration of the Zeigarnik Effect. The battle pass provides a series of tiers that players unlock through gameplay. Each tier rewards the player with in-game items, but reaching the next tier requires consistent effort. As a result, players are left with an unfinished task after each game session, compelling them to return and continue their progress.
Implications and Future Research Directions:
The Zeigarnik effect presents potential opportunities and challenges for the gaming industry. On the one hand, it offers a mechanism to increase player engagement and motivation; on the other hand, it poses ethical considerations concerning the potential for exploitative game design.
Given the substantial influence of the Zeigarnik effect on player behavior, it is crucial to explore this phenomenon further. Future research could focus on understanding how different game design elements and player characteristics interact with the Zeigarnik effect. Moreover, investigating ethical strategies for leveraging the Zeigarnik effect could provide valuable insights for developing player-centric game designs.
Conclusion:
In conclusion, the Zeigarnik Effect emerges as a potent instrument within the domain of product design, holding particular gravitas within the gaming industry. This phenomenon capitalizes on the inherent psychological predilections of individuals to see tasks through to their conclusion. From a deeper psychological vantage, it presents as a window into the cognitive mechanics driving human engagement and motivation. This cognizance of incomplete tasks not only acts as a psychological anchor, perpetually pulling users back into the gaming environment, but also serves as a blueprint for constructing intricate and immersive gaming narratives.
Several case studies elucidate the meticulous integration of this phenomenon into the very fabric of game design, facilitating the crafting of a gaming experience that is both captivating and memorable. Such deliberate design decisions, rooted in cognitive psychology, underscore the intricate dance between game mechanics and human behaviour.
However, as the gaming milieu continues its rapid evolutionary trajectory, the modalities of employing the Zeigarnik Effect are bound to metamorphose in tandem. This necessitates an ongoing dialogue and inquiry into its application, ensuring it serves the dual purpose of enriching the user experience while safeguarding against potential over-indulgence or dependency.
Furthermore, as the boundaries between disciplines become increasingly porous, the interweaving of psychological tenets into product design portends a future where user engagement is not a mere byproduct but a deliberately orchestrated outcome. This synergy between psychology and design serves as a testament to the limitless possibilities that lie at the confluence of understanding the human psyche and tailoring products to resonate with these inner workings. It's paramount, however, to approach such integrations with a keen ethical compass, ensuring that while we leverage cognitive processes for engagement, we remain vigilant against the potential for undue manipulation or adverse repercussions.
References:
Zeigarnik, B. (1927). On finished and unfinished tasks. In W. D. Ellis (Ed.), A sourcebook of Gestalt psychology (pp. 300-314). Harcourt, Brace & World.
Weiner, B. (1972). Theories of motivation: From mechanism to cognition. Markham Publishing Company. 
Norman, D. A. (1988). The psychology of everyday things. Basic books
Schell, J. (2014). The Art of Game Design: A Book of Lenses. CRC Press. 
Chou, Y. (2015). Actionable gamification: Beyond points, badges, and leaderboards. Octalysis Media. 
World of Warcraft. (2004). Blizzard Entertainment.
Candy Crush Saga. (2012). King.
The Legend of Zelda: Breath of the Wild. (2017). Nintendo.
Fortnite Battle Royale. (2017). Epic Games.
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milijanakomad · 8 months
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Product design and psychology: Exploring Gacha Mechanics in Video Game Design
Keywords: Gacha Mechanics, Gaming Industry, Psycho-Manipulation, Player Behavior, Case Studies
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Abstract:
This research paper delves into the intricate relationship between game design and psychology, with a concentrated focus on 'Gacha' mechanics prevalent in the gaming sector. Originating from Japanese toy vending machines, the Gacha system has grown to be a powerful tool in shaping player behaviour. The paper illuminates the conceptual framework underlying Gacha mechanics, emphasizing its capabilities in manipulating player actions and decisions. Through an exhaustive examination, this study presents a detailed understanding of its psycho-manipulative attributes and supports its findings with specific case studies from the gaming industry. The work serves as a comprehensive exploration of the influence and ramifications of Gacha mechanics in contemporary game design.
Introduction:
The Gacha system, inspired by Japanese toy vending machines, stands as a hallmark strategy in the contemporary gaming industry. Fundamental to its design is the 'loot box' principle, where players invest financially with hopes of securing a randomized item, the allure of which varies in rarity. Beyond mere chance-based rewards, this mechanic intriguingly intersects with deep-rooted psychological tendencies, captivating human desires for unpredictable outcomes and rewards. Such mechanics are not mere playful inclusions; they strategically bolster player retention and significantly influence revenue streams. As the following sections will expound upon, the Gacha system is much more than a gaming novelty; it carries potent psycho-manipulative attributes. Through a detailed exploration, this paper seeks to unravel the underlying psychological tenets that grant Gacha mechanics their notable efficacy, further enriching the discourse with industry-specific case studies that spotlight its transformative impact.
Theoretical Foundation of Gacha Mechanics:
Gacha mechanics, now pervasive in the gaming industry, find their roots in the foundational theories of behavioral psychology, particularly the principles outlined by B.F. Skinner concerning operant conditioning. Delving deeper into the theoretical underpinnings of Gacha mechanics, we encounter an alignment with Skinner's variable-ratio schedule—a schedule of reinforcement wherein responses are reinforced after an unpredictable number of responses. This unpredictable nature of reinforcement, as Skinner posited, leads to high rates of response, which persists even in the sporadic or even absent delivery of rewards.
Such a system bears stark resemblance to the operations of Gacha mechanics in games. For instance, in "Fire Emblem Heroes," players use virtual currency—either organically accrued within the game or procured through real-world monetary transactions—to obtain randomized characters. The exhilaration associated with acquiring a rare and formidable character, with its inherent unpredictability, mirrors the principles of gambling, a pursuit universally acknowledged for its addictive qualities. Drawing a parallel, "Genshin Impact" deploys a similar methodology, allowing players to utilize Primogems, the in-game currency, to secure weapons or characters, each acquisition bearing its own element of unpredictability and potential reward.
In essence, these game designs intricately weave the principles of operant conditioning into their fabric, utilizing the powerful allure of unpredictable rewards to foster player engagement. Such mechanisms, grounded in well-established psychological theories, underscore the reason for the profound addictiveness and wide-reaching success of Gacha-based games in contemporary gaming culture.
The Psychological Framework of Gacha Mechanics:
Gacha mechanics can be analysed through the lens of operant conditioning, specifically Skinner's variable-ratio reinforcement schedule. This schedule, characterized by delivering rewards after an unpredictable number of responses, results in a high response rate and resistance to extinction. This parallels the randomized reward mechanism in Gacha systems, which fosters a sense of persistent anticipation and engagement in players.
The Psycho-Manipulative Dimension:
The realm of Gacha mechanics, deeply entrenched in the gaming industry, employs an array of psychologically manipulative strategies designed to maintain player engagement and promote continued monetary investments. Central to this design are mechanisms such as the 'near-miss effect and the 'sunk cost' fallacy, which, when operationalized, tap into core human cognitive tendencies.
The 'near-miss effect is particularly intriguing. It is inextricably tied to the psychological construct of cognitive dissonance, a state wherein players, upon achieving an outcome tantalizingly close to the desired result, experience a tension between expectation and reality. This tension acts as a catalyst, driving players towards further attempts in the game with the hope of reconciling their near victories with an eventual success. The result is an increased commitment, both in terms of time and financial resources.
Complementing this is the 'sunk cost fallacy.' Here, players, having already invested significant amounts into the game, feel compelled to continue their engagement and expenditure to justify their prior commitments. Rather than cutting losses and ceasing further investment, the players become ensnared in a self-perpetuating cycle, driven by the rationale that prior investments must not be rendered futile.
In synthesizing these observations, it becomes evident that Gacha mechanics do not operate in isolation. Instead, they deftly intertwine with key psychological processes, cultivating an environment where players are subtly steered towards continued engagement and, more critically, perpetual investment.
Further Psychological Aspects:
The Zeigarnik effect, where people remember uncompleted tasks better than completed ones, also fuels Gacha mechanics. Incomplete character collections or unachieved rarities compel players to persist. Moreover, the endowed progress effect, where players are more motivated if they perceive they've made some progress, is strategically utilized by Gacha games, often providing a few free pulls or easy-to-earn currencies early on.
Ethical Considerations and Policy Implications:
Gacha mechanics, while undeniably advantageous for bolstering the financial health of gaming companies, stand at the crossroads of significant ethical dilemmas. At the heart of this quandary is their inherent resemblance to gambling paradigms, a feature that holds the potential to cultivate and reinforce addictive tendencies. Such mechanics, with their random reward structures, might not only be captivating but also perilous, especially when considering vulnerable demographics such as minors. Given these potent implications, it is imperative to not only recognize but also proactively address these ethical challenges. As underscored in this paper, there emerges a pressing necessity for the formulation and enforcement of comprehensive regulations and industry-wide norms. Such initiatives would not only safeguard the interests of players but also act as a bulwark against the possible misuse and overextension of these mechanics. In framing these policies, special emphasis should be placed on mitigating potential harm, with particular attention directed towards safeguarding vulnerable populations like minors from the more deleterious influences of Gacha systems.
Case Studies from the Gaming Industry:
Case Study 1: Fire Emblem Heroes
In "Fire Emblem Heroes," the use of the Gacha system has resulted in a highly engaged player base. Players use virtual currency to summon random heroes, with rarer heroes having lower chances of being pulled. The uncertainty of outcomes has been linked to elevated dopamine levels in the brain, thereby creating a pleasurable feedback loop that reinforces the purchase behaviour.
Case Study 2: Genshin Impact
"Genshin Impact" applies Gacha mechanics through its 'Wish' system. The game periodically introduces limited-time banners that allow players to 'wish' for specific characters or weapons. This scarcity principle, combined with the randomized outcomes, effectively exploits the Fear of Missing Out (FOMO) and the desire for exclusivity.
Conclusion:
The Gacha mechanics, deeply rooted within the gaming industry, provide a captivating examination of the confluence of gaming, psychology, and consumer tendencies. This intricate interface goes beyond mere game dynamics, delving into potent revenue-generation avenues while simultaneously raising poignant questions about ethical dimensions and the need for considered regulations within game design. Through an in-depth exploration encompassing theoretical frameworks, real-world applications, and pertinent case studies, this paper has furnished a comprehensive panorama of the Gacha system. Notably, its psycho-manipulative capabilities underscore the dynamic's capacity to both enthral and influence player behaviour. As the research suggests, while the Gacha mechanics illuminate potential avenues for substantial profitability, they concurrently evoke urgent deliberations on the ethical frontiers of game design. Thus, a profound understanding and judicious navigation of these mechanics remain pivotal, ensuring a harmonious reconciliation of business imperatives with paramount player welfare.
References:
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behaviour in the laboratory and in life. Journal of personality and social psychology, 78(4), 772.
King, D., Delfabbro, P., & Griffiths, M. (2010). Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8(1), 90-106.
Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International journal of mental health and addiction, 10(2), 278-296.
Przybylski, A. K., Weinstein, N., Murayama, K., Lynch, M. F., & Ryan, R. M. (2012). The ideal self at play: The appeal of video games that let you be all you can be. Psychological Science, 23(1), 69-76.
Skinner, B. F. (1953). Science and human behavior. New York: Macmillan.
Suits, B. (1978). The Grasshopper: Games, Life, and Utopia. University of Toronto Press.
Hamari, J., & Lehdonvirta, V. (2010). Game design as marketing: How game mechanics create demand for virtual goods. International Journal of Business Science & Applied Management, 5(1), 14-29.
Festinger, L. (1957). A theory of cognitive dissonance. California: Stanford University Press.
Thaler, R. (1980). Toward a positive theory of consumer choice. Journal of Economic Behavior & Organization, 1(1), 39-60.
Zhang, P., & Ren, J. (2019). How gacha design influences the player experience in mobile games. CHI Conference on Human Factors in Computing Systems Proceedings.
Hamari, J. (2019). Loot boxes are again linked to problem gambling: Results of a replication study. PLOS ONE, 14(3), e0213194.
Macey, J., & Hamari, J. (2018). Investigating relationships between video gaming, spectating esports, and gambling. Computers in Human Behavior, 80, 344-353.
Zendle, D., & Cairns, P. (2018). Video game loot boxes are linked to problem gambling: Results of a large-scale survey. PLOS ONE, 13(11), e0206767.
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milijanakomad · 8 months
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Product design and psychology: Unpacking the Phenomenon of Loot Boxes in Video Game Design
Keywords: Loot Boxes, Video Gaming, Game Design, Player Engagement, Psychological Manipulation, Gambling Mechanics
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Abstract:
This scholarly study explores the deployment of "loot boxes" in video games, seen as a psychological manipulation technique designed to enhance player engagement and monetization. Detailed case studies illuminate the implementation and consequences of loot boxes, providing an exhaustive understanding from a senior product designer's standpoint.
Introduction:
The gaming industry has witnessed various monetization strategies, one of which is the controversial "loot box" system. These virtual grab bags, which provide randomized in-game items, have been a subject of scrutiny due to their similarity to gambling. This paper will delve into the complexities of the loot box system, its use, and its effects on players. The evolution of the gaming industry has introduced an array of monetization tactics, among which "loot boxes" have notably garnered substantial attention and controversy. As part of the intricate fabric of video game design, these virtual containers, alternatively referred to as "loot crates" or "prize crates," furnish a randomized assortment of in-game items. The contents may vary from cosmetic modifications, denoted as "skins," to character enhancements, power-ups, and a plethora of elements poised to amplify the gaming experience. Despite the prevalent use of these systems, the underlying resemblance to gambling activities and potential implications for addictive behaviour has spurred considerable debate. This manuscript seeks to dissect the structural nuances of the loot box system, the reasons behind its usage, and its consequent impact on the gaming community.
Explanation:
At the core of the allure of loot boxes lies the element of uncertainty. The revelation of the enclosed items post-transaction engenders a rush of suspense and exhilaration, analogous to that induced by gambling. These items, classified according to their scarcity, further contribute to a continuum of potential outcomes; players may procure commonplace objects or, less frequently, exceedingly rare and sought-after ones.
The deployment of loot boxes, despite their capacity to enhance the thrill of video games, has ignited significant controversy. This contention primarily originates from the structural similarities between loot boxes and gambling activities, their ability to foster addictive tendencies, and their availability to minors. The psychological underpinnings that fuel the appeal of loot boxes, including the unpredictability linked to 'unboxing,' the thrill derived from acquiring rare items, and the incentive to make in-game purchases, are potent drivers of player engagement. However, these same mechanisms have instigated regulatory interventions in jurisdictions like Belgium and the Netherlands, where legislative measures or outright prohibitions on loot box usage have been implemented, underscoring their intimate relationship with gambling.
In the broader gaming landscape, loot boxes materialize as digital containers purchasable in games, often with real-world currency. They embody the thrill of chance, as their contents remain concealed until post-purchase, paralleling the excitement associated with gambling. The encapsulated items, sorted by rarity, offer gamers the possibility of obtaining either ordinary or exceedingly rare and valuable items.
The use of loot boxes in popular games, though undoubtedly contributing to their allure and enhancing the visual aesthetics, has concurrently kindled considerable debate, attributed to their semblance to gambling, potential promotion of addictive behaviours, and accessibility to a young audience. The psychological dynamics in action, encompassing the exhilaration of unveiling the unknown and the desire to amass rare items, have prompted certain regions, such as Belgium and the Netherlands, to enforce regulatory measures or outrightly ban the use of loot boxes in video games.
Loot Boxes in Gaming: Conceptualization and Design
Loot boxes are virtual items that players can buy with real-world currency or in-game achievements, containing randomized rewards. The uncertainty and anticipation surrounding their opening make them a potent tool for psychological manipulation, exploiting the same reward system mechanics found in gambling.
Case Study: Overwatch
Blizzard's team-based shooter Overwatch provides loot boxes that can be purchased or earned through gameplay, containing cosmetic items of varying rarity. Each loot box contains four items which can be player skins, emotes, voice lines, or sprays. The rarity of these items is tiered, with the rarest items being the most coveted. The random nature of the rewards keeps players engaged, instilling a "just one more" mentality similar to slot machines.
Case Study: Star Wars Battlefront II
Electronic Arts’ Star Wars Battlefront II was initially released with a loot box system that had a significant impact on gameplay, prompting extensive criticism and leading to a complete overhaul of the game's progression system. The controversy also spurred legal and regulatory discussions about the ethical implications of loot boxes and their resemblance to gambling.
Case Study: FIFA Ultimate Team
In this mode of the popular FIFA soccer games, players can buy packs of cards (essentially loot boxes) containing random soccer players to add to their team. These packs can be purchased with coins earned in-game or with "FIFA points," which are bought with real-world money. The randomness of pack contents and the potential to pull highly-rated players can make this an addictive, and potentially costly, aspect of the game.
Case Study: Counter-Strike: Global Offensive (CS: GO)
In CS: GO, players can purchase or earn loot boxes called "weapon cases." These cases contain random weapon skins that change the appearance of the player's in-game weapons. The skins are purely cosmetic and do not impact gameplay, but rare skins can be highly sought after by the game's community.
Implications for Game Design
While loot boxes can increase monetization, they also pose ethical and design challenges. Their gambling-like characteristics can lead to problematic gaming behaviours, particularly among younger audiences. Designers need to weigh these considerations carefully, as they might lead to reputational damage and legal issues, as seen in the Battlefront II case.
Conclusion:
The loot box phenomenon, as a method of psychological manipulation in video gaming, presents a complex intersection of design, psychology, and ethics. As video game designers, we must consider these factors and strive for responsible and sustainable monetization models that value player experience and satisfaction. Future research on loot box impact and regulation will undoubtedly continue to shape the gaming industry's landscape.
References:
Drummond, A., & Sauer, J. D. (2018). Video game loot boxes are psychologically akin to gambling. Nature Human Behaviour, 2(8), 530–532. doi:10.1038/s41562-018-0360-1
Zendle, D., & Cairns, P. (2018). Video game loot boxes are linked to problem gambling: Results of a large-scale survey. PLOS ONE, 13(11), e0206767. doi:10.1371/journal.pone.0206767
Macey, J., & Hamari, J. (2018). eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling. New Media & Society, 21(1), 20-41. doi:10.1177/1461444818786216
Blizzard Entertainment. (2016). Overwatch [Video Game]. Blizzard Entertainment.
Electronic Arts. (2017). Star Wars Battlefront II [Video Game]. Electronic Arts.
Electronic Arts. (2009 - Present). FIFA Ultimate Team in FIFA series [Video Game]. Electronic Arts.
Hidden Path Entertainment, Valve Corporation. (2012). Counter-Strike: Global Offensive [Video Game]. Valve Corporation.
Brooks, G. A., & Clark, L. (2019). Associations between loot box use, problematic gaming and gambling, and gambling-related cognitions. Addictive Behaviors, 96, 26-34. doi:10.1016/j.addbeh.2019.04.009
Li, W., Mills, D., & Nower, L. (2019). The relationship of loot box purchases to problem video gaming and problem gambling. Addictive Behaviors, 97, 27-34. doi:10.1016/j.addbeh.2019.05.016
King, D., & Delfabbro, P. (2020). Predatory monetization schemes in video games (e.g. 'loot boxes') and internet gaming disorder. Addiction, 115(6), 1053-1055. doi:10.1111/add.14857
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milijanakomad · 8 months
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Product design and psychology: The Role of Grinding in Video Game Design
Keywords: Grinding, Video Gaming, Game Design, Player Engagement, Psychological Manipulation
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Abstract:
This paper scrutinizes the utilization of "grinding" as a technique in video game design, particularly as a method of psychological manipulation that affects player engagement and behaviour. Case studies are explored to deliver a comprehensive understanding of the practical application of grinding and its implications, all from a product design viewpoint.
Introduction:
The design principles governing video games frequently incorporate mechanisms intended to stimulate player engagement and prolong interaction time. One such prevalent mechanism is "grinding," defined as the practice of executing repetitive tasks within the game environment to achieve specific objectives. While grinding can evoke a sense of achievement, it also carries the potential to induce exhaustion and frustration among players. This study endeavours to explore the intricacies of grinding, its role in game design, and its influence on player experience.
Explanation:
Coined from the concept of persistently "grinding away" at a task, the term "grinding" in the gaming context implies the undertaking of repetitive actions by a player to attain certain results or to advance within the game. In numerous instances, such actions may not directly correlate with the game's primary storyline or objectives but are aimed at accumulating experience points, in-game currency, or specialized items.
Grinding is an omnipresent component across a vast array of game genres, with its prominence notably manifested in Massively Multiplayer Online Role-Playing Games (MMORPGs). In these games, the player's progression and performance are often gauged based on their character's level, skills, and available equipment.
From the standpoint of game design, grinding assumes several roles. It serves to extend the game's lifespan by instituting goals that necessitate substantial time investment. Additionally, it fosters a sense of accomplishment and progression and can encourage social interaction in multiplayer environments. Despite these advantages, critics contend that grinding can lead to monotonous and ungratifying gameplay experiences. The considerable time commitment required by grinding may propel some players towards purchasing in-game enhancements using real-world money, thereby generating additional revenue for game developers.
Further, there is an ongoing discourse concerning the psychological implications of grinding. Its repetitive and rewarding nature might precipitate addictive behaviours and excessive consumption of time, mirroring the effects typically associated with gambling disorders. Through the exploration of these aspects, we aim to shed light on the complex dynamics of grinding in the context of modern video gaming.
Grinding in Gaming: Conceptualization and Design
Grinding typically refers to the act of performing repetitive actions in a game to attain a specific goal, often associated with levelling up, obtaining items, or advancing in-game skills. Although it can give players a sense of progression, it can also serve as a roadblock, encouraging players to consider alternative paths to progress, such as microtransactions.
Case Study: World of Warcraft
Blizzard Entertainment's World of Warcraft (WoW) extensively employs grinding. Players often engage in repetitive tasks like fighting the same enemies, repeatedly battling against non-player characters (NPCs), or completing the same quests to increase their character's level, to gain experience points, in-game currency, or rare items. This grind contributes to a sense of achievement but has also been criticized for sometimes leading to a tedious gameplay experience.
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Case Study: Candy Crush Saga
King's Candy Crush Saga uses grinding as a monetization strategy. As players progress and levels become harder, the option to grind through the game becomes more attractive. Alternatively, players can buy power-ups and boosters to surpass the grind, effectively translating grinding mechanics into revenue for the game developers.
Case Study: Destiny 2
This game provides an example of a 'loot grind.' Players repeatedly complete activities like strikes, raids, or public events to earn 'engrams' – randomized gear drops. The goal is often to collect more powerful gear to increase a character's power level.
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Case Study: Old School RuneScape 
In this MMORPG, players might grind by repetitively performing tasks like mining, fishing, or woodcutting. These actions, though monotonous, boost the player's skill levels, enabling them to perform new tasks, quests, or create new items.
Implications for Game Design
Grinding, while a tool to extend game playtime and potentially drive monetization, must be thoughtfully implemented to avoid player fatigue or burnout. Game designers should strike a balance between meaningful progression and repetitive grind, ensuring the game remains engaging and satisfying.
Conclusion
Grinding, as a mechanism of psychological manipulation in video game design, can greatly impact player behaviour and engagement. Striking a balance between challenge, satisfaction, and repetition is vital to ensure a rewarding gameplay experience. As the video game industry advances, it will be intriguing to observe the evolution and refinement of grinding mechanisms and their psychological impact on players.
References:
Sicart, M. (2013). Grinding in Games: Understanding the Appeal. Philosophy of Computer Games Conference, 8-11.
Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538-546. doi:10.1016/j.chb.2016.11.045
Blizzard Entertainment. (2004). World of Warcraft [Video Game]. Blizzard Entertainment.
King. (2012). Candy Crush Saga [Video Game]. King.
Bungie. (2017). Destiny 2 [Video Game]. Activision.
Jagex. (2013). Old School RuneScape [Video Game]. Jagex.
Yee, N. (2006). Motivations of play in online games. CyberPsychology & Behavior, 9(6), 772-775. doi:10.1089/cpb.2006.9.772
Johnson, M. R., & Woodcock, J. (2019). The impacts of live streaming and Twitch.tv on the video game industry. Media, Culture & Society, 41(5), 670-688. doi:10.1177/0163443718818363
King, D., Delfabbro, P., & Griffiths, M. (2010). Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8(1), 90-106. doi:10.1007/s11469-009-9206-4
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". MindTrek '11: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9-15. doi:10.1145/2181037.2181040
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Product design and psychology: Locus of Control in Video Game Design
Keywords: Locus of Control, Video Gaming, Game Design, Player Engagement, Player Agency, Decision Making.
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Abstract: 
This comprehensive study scrutinizes the application of "locus of control" in video games, viewed as a psychological mechanism to boost player engagement and immersion. Precise case studies shed light on the incorporation and outcomes of locus of control, furnishing a thorough comprehension from a product designer's perspective.
Introduction: 
The gaming industry has experienced various player engagement strategies, a notable one being the concept of "locus of control". The notion, which refers to the degree to which people believe they have control over outcomes in their lives, has been astutely utilized in game design. This paper aims to explore the intricacies of locus of control, its utilization, and its effects on players. The dynamic nature of the gaming industry has witnessed the implementation of numerous strategies designed to engage and retain players, one notable approach being the application of the psychological construct "locus of control." Pertaining to the extent to which individuals perceive themselves as having influence over the outcomes in their lives, this concept has been adroitly incorporated into game design paradigms. The current paper aims to probe into the complexities of locus of control, its application within gaming contexts, and its subsequent effects on player behaviour and experience.
Explanation:
"Locus of control," a term coined by Julian B. Rotter in the 1950s, is instrumental in comprehending and evaluating player behaviour within the domain of video gaming. In essence, it delineates an individual's perception about the source of their success or failure. Individuals with an internal locus of control typically ascribe their outcomes to personal efforts and abilities, acknowledging a significant influence over the consequences of their actions. In contrast, those with an external locus of control perceive outcomes as predominantly contingent on external factors—like luck, fate, or the actions of others—over which they have minimal control.
Within the framework of video games, locus of control can significantly shape a player's experiences and behaviours. Game designers often strive to engender a sense of agency and competency, forging an environment in which players perceive their skills, decisions, and strategies as directly influencing in-game outcomes. This perspective resonates with an internal locus of control, potentially augmenting player immersion, satisfaction, and the motivation to improve.
Conversely, should a game be perceived as heavily reliant on luck or arbitrary elements (aligning with an external locus of control), it could result in feelings of disempowerment and frustration among players, adversely affecting their engagement with the game.
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It is, however, noteworthy that some games tactically amalgamate elements of both internal and external locus of control. Games featuring "loot box" mechanics, for example, might interweave skill-based gameplay (internal locus of control) with randomized rewards (external locus of control), thereby creating an intriguing interplay of chance and skill that satisfies both the player's desire for agency and the thrill of unpredictability.
Nonetheless, this integration of internal and external locus of control elicits ethical debates, especially when intertwined with monetization strategies. If players perceive that individuals with greater financial resources can disproportionately influence outcomes in their favor (external locus of control), it could destabilize the perceived fairness and meritocracy within the game, leading to player dissatisfaction and potential disengagement.
Therefore, in designing and assessing video games, it is crucial to contemplate how the equilibrium of locus of control could impact the player experience and potentially give rise to manipulative dynamics, particularly in conjunction with monetization strategies.
Locus of Control in Gaming: 
Conceptualization and Design: Locus of control in video games usually manifests as the player's ability to influence the game's environment, narrative, or outcomes, thereby enhancing immersion and engagement. By fostering a sense of agency, game designers can captivate players, keeping them invested in the game world. The incorporation of locus of control within the framework of gaming design and conceptualization is a compelling aspect that demands rigorous examination. In its essence, locus of control in the sphere of video gaming is frequently expressed as the player's capacity to impact several foundational components of the game itself: the game's environment, the narrative flow, or the various possible outcomes, to name a few.
When players perceive that their actions, choices, and strategies exert a discernible influence on these elements, they are likely to experience a heightened sense of immersion and engagement. Such perceptions resonate with the psychological construct of an "internal locus of control," wherein individuals attribute the outcomes of their actions primarily to their own efforts and abilities.
In this context, immersion can be understood as a state of deep mental involvement, wherein the player is so engrossed in the gaming activity that their awareness of physical surroundings may decrease. Engagement, on the other hand, refers to the degree of interest and enthusiasm that players exhibit towards the game. Both immersion and engagement are critical elements that contribute to the overall gaming experience, influencing aspects such as player satisfaction, game replay ability, and the longevity of player involvement.
Incorporating a strong sense of locus of control in the game design can empower players, fostering a sense of agency that is psychologically gratifying. Agency, in psychological terms, refers to the belief in one's capacity to exert control over and shape one's own experiences. In the realm of gaming, fostering player agency can involve creating a responsive game environment that reacts to player choices, creating branching narratives that adapt based on player decisions, or devising game mechanics where player skill and strategy significantly affect the game outcomes.
By nurturing this sense of agency, game designers have the potential to create an absorbing and captivating game world. This could enhance player motivation, keeping them engrossed in the gaming world and invested in the game outcomes. Thus, the role of the locus of control within game design and conceptualization underscores its importance as a vital psychological underpinning in crafting engaging and immersive gaming experiences.
Case Study: The Witcher 3: Wild Hunt
Wild Hunt provides an excellent example of locus of control, where players' decisions significantly impact the game world and narrative. This fosters a sense of responsibility and immersion, encouraging players to invest more time and thought into their choices.
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Case Study: Minecraft 
Mojang Studios' Minecraft is another illustration, providing a sandbox environment where players have near-complete control over their surroundings. This creative freedom stimulates engagement and encourages players to shape their unique experiences, reinforcing their locus of control.
Implications for Game Design: 
While an emphasis on locus of control can amplify player engagement, it also poses design challenges. Crafting a world responsive to player actions requires careful balancing and extensive playtesting to ensure all possible outcomes are accounted for and feel meaningful. Moreover, it's essential to consider potential frustrations when players don't achieve their desired outcomes, leading to a sense of lost control.
Conclusion: 
The concept of locus of control, as a method of psychological engagement in video gaming, presents an intricate fusion of design, psychology, and player satisfaction. As video game designers, we must contemplate these factors and endeavour for engaging and meaningful gameplay experiences that value players' sense of agency. Future research on the impact of locus of control will assuredly continue to shape the gaming industry's horizon.
References:
Bandura, A. (2001). Social cognitive theory: An agentic perspective. Annual review of psychology, 52(1), 1-26.
Berns, G. S. (2010). Satisfaction: The science of finding true fulfillment. Yale University Press.
Deci, E. L., & Ryan, R. M. (2000). The" what" and" why" of goal pursuits: Human needs and the self-determination of behavior. Psychological inquiry, 11(4), 227-268.
Hassouneh, D., & Brengman, M. (2014). A motivation-based typology of social virtual world users. Computers in Human Behavior, 33, 330-338.
Juul, J. (2013). The art of failure: An essay on the pain of playing video games. MIT Press.
Mojang Studios. (2023). Minecraft. Retrieved from: https://www.minecraft.net/
Rigby, S., & Ryan, R. (2011). Glued to Games: How Video Games Draw Us In and Hold Us Spellbound: How Video Games Draw Us In and Hold Us Spellbound. ABC-CLIO.
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and emotion, 30(4), 344-360.
Sicart, M. (2008). Defining game mechanics. Game Studies, 8(2), 1-14.
Sweetser, P., & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment (CIE), 3(3), 3-3.
CD Projekt. (2023). The Witcher 3: Wild Hunt. Retrieved from: https://thewitcher.com/en/witcher3
Tauer, J. M., & Harackiewicz, J. M. (2004). The effects of cooperation and competition on intrinsic motivation and performance. Journal of personality and social psychology, 86(6), 849.
Weiner, B. (1986). An attributional theory of motivation and emotion. Springer-Verlag.
Rotter, J.B. (1954). Social learning and clinical psychology. Prentice-Hall.
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milijanakomad · 8 months
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Product design and psychology: The Art of Teasing Future Content in Video Game Design
Keywords: Teasing Future Content, Video Gaming, Game Design, Player Engagement, Psychological Manipulation
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Abstract:
This paper investigates the technique of teasing future content as a form of psychological manipulation used in video game design to maintain and enhance player engagement. We provide an in-depth exploration of this strategy's implementation and implications through several illustrative case studies, offering a comprehensive overview from a product design viewpoint.
Introduction:
In an increasingly competitive gaming landscape, companies employ various techniques to retain player interest over extended periods. One such method is the tease or hinting at future content, fostering a sense of anticipation and curiosity among players. This paper seeks to delve into this technique's intricacies, its deployment in video game design, and its effects on player behaviour.
Teasing Future Content in Gaming: Conceptualization and Design
Teasing future content is a psychological strategy that exploits curiosity and anticipation, often creating a buzz around upcoming game features, levels, characters, or story developments. Game designers can implement these teases in numerous ways, from subtle in-game hints, trailers, or official announcements, to Easter eggs that hint at future developments.
Case Study: Fortnite
Epic Games' Fortnite is a prime example of effective content teasing. Every season of the game is preceded by a series of hints, clues, and events that foreshadow the upcoming theme. This strategy keeps the player base engaged, speculating about the future content, and eager to continue playing the game.
Case Study: World of Warcraft
Blizzard Entertainment's World of Warcraft often utilizes the technique of teasing future content through its expansive narrative. In-game events, quests, and even non-player character dialogue can hint at future expansions, generating discussion and excitement within its player community.
Implications for Game Design
While teasing future content can effectively boost player engagement and game longevity, it's important for game designers to manage player expectations carefully. Failure to deliver on the hype created by teases can lead to player disappointment and backlash. It's crucial to balance the thrill of anticipation with the fulfilment of player expectations.
Conclusion
Teasing future content in video game design presents a fascinating method of piquing player interest and extending game lifespan. However, managing player expectations and delivering on the hype are critical aspects of this strategy. As the gaming industry continues to evolve, it will be insightful to see how game designers refine the art of the tease to create immersive, enduring gaming experiences.
References:
Balakrishnan, J., & Griffiths, M. D. (2017). An Exploratory Study of “Event Participation Suggestion” Systems in the Massive Multiplayer Online Role-Playing Game (MMORPG) Community. Games and Culture, 12(6), 559-585.
Burgun, K. (2012). Game design theory: A new philosophy for understanding games. CRC Press.
Crawford, G. (2004). Consuming sport: Fans, sport and culture. Routledge.
Epic Games. (2023). Fortnite. Retrieved from: https://www.epicgames.com/fortnite/
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20.
Griffiths, M. D., Davies, M. N., & Chappell, D. (2003). Breaking the stereotype: The case of online gaming. CyberPsychology & Behavior, 6(1), 81-91.
Klimmt, C., Schmid, H., & Orthmann, J. (2009). Exploring the enjoyment of playing browser games. CyberPsychology & Behavior, 12(2), 231-234.
Marsh, T. (2011). Serious games continuum: Between games for purpose and experiential environments for purpose. Entertainment Computing, 2(2), 61-68.
Newman, J. (2004). Videogames. Psychology Press.
World of Warcraft. (2023). Retrieved from: https://worldofwarcraft.com/
Yee, N. (2006). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators & Virtual Environments, 15(3), 309-329.
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milijanakomad · 8 months
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Product design and psychology: The Exploitation of the Pay-to-Win Model in Video Game Design
Keywords: Pay-to-Win, P2W, Video Gaming, Game Design, Monetization, Player Behaviour
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Abstract:
This paper investigates the controversial pay-to-win (P2W) model, widely utilized in the gaming industry as a form of psychological manipulation to drive monetization. Detailed case studies illuminate the implementation and implications of this model from the perspective of a product designer.
Introduction:
With the advent of free-to-play (F2P) games, the gaming industry has seen a rise in different monetization models. One such model is the pay-to-win (P2W) strategy, which has been both lauded for its profitability and criticized for its potential to disrupt the gaming experience. This paper examines the P2W model's application and implications in video game design.
Pay-to-Win in Gaming: Conceptualization and Design
The P2W model allows players to gain significant in-game advantages through real-world purchases, often leading to a skewed gaming experience favouring paying players. P2W mechanics can manifest in different ways, from purchasable power-ups, exclusive characters, or superior equipment to speed-ups that bypass wait times.
Case Study: Star Wars Battlefront II
Electronic Arts' Star Wars Battlefront II initially presented a case where P2W mechanics faced significant backlash. The game originally featured loot boxes that could be purchased with real money and offered gameplay advantages, leading to an outcry about the imbalance between paying and non-paying players. The criticism eventually led to a complete overhaul of the game's progression and monetization system.
Case Study: Clash of Clans
Supercell's Clash of Clans is a successful example of the P2W model. While the game is free to play, players can purchase gems with real money to expedite building and troop training times. These advantages can drastically affect the competitive aspect of the game, favoring those who choose to pay.
Implications for Game Design
While the P2W model can significantly boost a game's profitability, it can also lead to an imbalanced gameplay experience that may alienate non-paying players. Game designers must carefully balance monetization with fair gameplay and player satisfaction. Regulatory attention on P2W models, particularly concerning loot boxes and their similarity to gambling, also necessitates careful legal and ethical considerations.
Conclusion
The P2W model, as a technique of psychological manipulation in video game design, presents a complex blend of economic success and ethical dilemmas. As the industry evolves, striking a balance between monetization, fair gameplay, and legal considerations is crucial. Continued study and debate on the P2W model will shape future trends and regulations in the gaming industry.
References:
Alha, K., Koskinen, E., Paavilainen, J., Hamari, J., & Kinnunen, J. (2019). Free-to-Play Games: Professionals’ Perspectives. Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix.
De Grove, F., Courtois, C., & Van Looy, J. (2015). Towards a conceptual framework of 'free-to-play' games. NeCSUS. European Journal of Media Studies, 4(2), 245-265.
Edwards, O. (2017). The Controversy Over EA's Star Wars Game Was Overblown, Says EA CFO. Forbes. Retrieved from: https://www.forbes.com/sites/olliebarder/2017/12/06/the-controversy-over-eas-star-wars-game-was-overblown-says-ea-cfo/
Hamari, J., & Lehdonvirta, V. (2010). Game design as marketing: How game mechanics create demand for virtual goods. International Journal of Business Science & Applied Management, 5(1), 14-29.
Kimppa, K. K., Heimo, O. I., & Harviainen, J. T. (2016). First dose is always freemium. ACM SIGCAS Computers and Society, 45(3), 132-137.
Poels, K., De Cock, N., & Malliet, S. (2012). The female player does not exist: gender identity relates to differences in player motivations and play styles. Cyberpsychology, Behavior, and Social Networking, 15(11), 634-648.
Paavilainen, J., Alha, K., Korhonen, H., Koskinen, E., Mayra, F., & Stenros, J. (2013). The Clash of Contexts: A Case for Play Experience in Socially Networked Games. In Proceedings of DiGRA 2013: DeFragging Game Studies.
ZeniMax Online Studios. (2019). Elder Scrolls Online. Retrieved from: https://www.elderscrollsonline.com/en-gb/home
Zhao, Y., & Lavin, M. (2012). An empirical study of the Freemium strategy for mobile apps: An evidence from the Apple App Store. In 2012 Tenth International Conference on Mobile Business. IEEE.
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milijanakomad · 8 months
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Product design and psychology: The Use of Dynamic Difficulty Adjustment in Video Game Design
Keywords: Dynamic Difficulty Adjustment, DDA, Video Gaming, Game Design, Player Behaviour
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Abstract:
This paper delves into the mechanics of Dynamic Difficulty Adjustment (DDA) as a technique used in video game design. DDA serves as a sophisticated tool to subtly manipulate player behaviour and engagement. Through a close examination of case studies, we seek to provide an in-depth understanding of this technique's application and implications from a product design standpoint.
Introduction:
To maintain player engagement, the gaming industry often resorts to various psychological techniques. One such technique is Dynamic Difficulty Adjustment (DDA), a design practice that dynamically modifies the difficulty level of a game to match the player's skill level. This paper aims to explore the intricacies of DDA, emphasizing its application and potential implications within game design.
Dynamic Difficulty Adjustment in Gaming: Conceptualization and Design
DDA involves the automatic tuning of game difficulty based on the player's skill level, aiming to strike a balance between challenge and accessibility. By monitoring player performance and adjusting the game's difficulty in response, game designers can keep the game challenging enough to be engaging, but not so difficult as to be frustrating.
DDA can manifest in various forms, from adjusting enemy AI and modifying game parameters to altering resource availability or providing player assistance. These adjustments are typically made in the background, often unbeknownst to the player.
Case Study: Left 4 Dead
Valve's Left 4 Dead series offers a well-known example of DDA in action. The game features an AI "Director" that adjusts the difficulty and intensity of gameplay in real-time, based on the players' current situation, health, skill level, and pace. The Director can spawn more or fewer enemies, provide resources, or change environmental conditions, providing a tailored gaming experience to maintain player engagement.
Case Study: Candy Crush Saga
King's Candy Crush Saga leverages DDA by monitoring player progression and adjusting level difficulty. If a player is stuck on a level for an extended period, the game will subtly make the level easier, allowing the player to progress and thus maintaining their engagement with the game.
Implications for Game Design
While DDA is an effective tool for maintaining player engagement, its application must be handled delicately. It is crucial to preserve a game's challenge and player agency, avoiding scenarios where players feel their actions have little impact on the game outcome. Additionally, transparent communication about the use of DDA can help to avoid player frustration or confusion.
Conclusion
The application of Dynamic Difficulty Adjustment in video game design presents an intriguing method for guiding player behaviour and optimizing engagement. As the industry evolves, it will be insightful to observe how DDA and similar techniques will be refined and ethically integrated into game design, balancing player engagement with a fair and rewarding gaming experience.
References:
Alexander, L. (2014). Dynamic difficulty adjustment isn't cheating, it's proof you're doing well. Gamasutra. Retrieved from: https://www.gamasutra.com/view/news/218460/Dynamic_difficulty_adjustment_isnt_cheating_its_proof_youre_doing_well.php
Andrade, G., Ramalho, G., Santana, H., & Corruble, V. (2005). Extending reinforcement learning to provide dynamic game balancing. In Workshop on Reasoning, Representation, and Learning in Computer Games (pp. 111-116).
Chen, J. (2007). Flow in games (and everything else). Communications of the ACM, 50(4), 31-34.
Hunicke, R. (2005). The case for dynamic difficulty adjustment in games. In Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology (pp. 429-433).
Lee, Y. H., & Wohn, D. Y. (2012). Are there cultural differences in how we play? Examining cultural effects on playing social network games. Computers in Human Behavior, 28(4), 1307-1314.
Missura, O., & Gärtner, T. (2009). Player modeling for intelligent difficulty adjustment. In 2009 12th International Conference on Discovery Science (pp. 197-211). Springer.
Sweetser, P., & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment (CIE), 3(3), 3-3.
Zagal, J. P., Björk, S., & Lewis, C. (2013). Dark patterns in the design of games. In Foundations of Digital Games.
Zook, A., Riedl, M. O., Holden, H. K., Dahlgren, M., Sottosanti, P., & Harrison, B. (2012). Automated scenario adaptation in support of intelligent tutoring systems. In Twenty-Sixth AAAI Conference on Artificial Intelligence.
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milijanakomad · 8 months
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Product design and psychology: The Application of Artificial Scarcity in Video Game Design
Keywords: Artificial Scarcity, Video Gaming, Game Design, Player Behaviour, Psychological Manipulation
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Abstract:
This paper explores the concept of artificial scarcity and its strategic utilization in video game design. As a psychological manipulation technique, artificial scarcity significantly influences player behaviours and decisions, shaping engagement patterns. Detailed case studies provide a comprehensive understanding of this principle's deployment and its implications, illustrating the concept from a product design perspective.
Introduction:
Video game design often leverages psychological techniques to promote player engagement and monetization. Artificial scarcity, a concept widely recognized in marketing and economics, has also found its way into the gaming industry, shaping player behaviours and enhancing game dynamics. This paper aims to investigate the intricate applications and implications of artificial scarcity in the world of gaming.
Artificial Scarcity in Gaming: Conceptualization and Design
Artificial scarcity refers to the deliberate restriction of the availability of certain items or experiences. In gaming, this can take form through limited-time events, exclusive in-game items, or special characters, all available for a certain period or in limited quantities. By creating an illusion of scarcity, game designers can invoke a sense of urgency, encouraging players to engage more with the game or make in-game purchases.
Case Study: Fortnite
Epic Games' Fortnite effectively employs artificial scarcity with its "Battle Pass" system. Each season introduces exclusive rewards, skins, and emotes, available only for a limited duration. Once the season ends, these items become unavailable, making them coveted assets and driving player engagement and in-game purchases.
Case Study: Pokémon GO
Niantic's Pokémon GO capitalizes on artificial scarcity through its limited-time events where certain Pokémon species become temporarily available. The game also features "shiny" Pokémon - rare, alternate-color versions of regular Pokémon. These scarce entities inspire players to participate more actively in events and hunt more diligently, driving continuous engagement.
Implications for Game Design
While artificial scarcity can be a powerful tool to drive engagement and monetization, it's crucial for game designers to be mindful of its potential impacts. Overuse of this technique could lead to player fatigue or even resentment. As such, game designers must carefully balance the use of artificial scarcity with the overall player experience and game economy.
Conclusion
The use of artificial scarcity in video game design offers a potent mechanism for influencing player behaviour and enhancing game dynamics. However, the careful and ethical deployment of this principle is crucial to prevent negative player experiences and maintain game balance. As the gaming industry continues to evolve, it will be interesting to observe how artificial scarcity and similar psychological principles are effectively and ethically integrated into the design of enjoyable, engaging gaming experiences.
References:
Crawford, G., & Gosling, V. K. (2009). More than a game: The computer game as fictional form. Manchester University Press.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, May). From game design elements to gamefulness: defining "gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). ACM.
Hamari, J., & Lehdonvirta, V. (2010). Game design as marketing: How game mechanics create demand for virtual goods. International Journal of Business Science & Applied Management, 5(1), 14-29.
Lewis-Evans, B. (2018). A brief overview of the psychological literature on in-game purchases. International Journal of Serious Games, 5(3), 37-48.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
Nacke, L. E., & Deterding, S. (2017). The maturing of gamification research. Computers in Human Behavior, 71, 450-454.
Peitz, M., & Waelbroeck, P. (2006). Why the music industry may gain from free downloading: the role of sampling. International Journal of Industrial Organization, 24(5), 907-913.
Sicart, M. (2008). Defining game mechanics. Game Studies, 8(2), 1-14.
Wu, M. (2011). The core drivers of gamification. Customer Engagement, 6, 15-17.
Zagal, J. P., Björk, S., & Lewis, C. (2013). Dark patterns in the design of games. In Foundations of Digital Games.
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milijanakomad · 8 months
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Product design and psychology: The Exploitation of the Sunk Cost Fallacy in Video Game Design
Keywords: Sunk Cost Fallacy, Video Game Design, Player Behaviour, Psychological Manipulation, Game Engagement, In-Game Purchases, World of Warcraft, Clash of Clans, Game Progression, Ethical Implications, Gaming Addiction, Monetization, Product Design, Long-term Game Commitments, Psychological Principles in Gaming
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Abstract:
This paper explores the concept of the sunk cost fallacy and its application within the realm of video game design. As a form of psychological manipulation, the sunk cost fallacy can significantly influence player behaviours and decisions. Through an in-depth study of specific examples, we provide a comprehensive understanding of this principle's deployment and implications from a product design standpoint.
Introduction:
The rapidly evolving landscape of the video game industry continuously leverages psychological principles to drive user engagement and monetization. One such principle, the sunk cost fallacy, has increasingly gained relevance due to its powerful influence on player behaviour. This paper explores the intricacies of the sunk cost fallacy in gaming, elucidating its application and implications for both game designers and players.
Sunk Cost Fallacy in Gaming: Conceptualization and Design
The sunk cost fallacy refers to the human propensity to continue an endeavour once an investment in time, money, or effort has been made, even when the endeavour is no longer beneficial. In gaming, this can manifest through mechanisms like ongoing game progression, in-game purchases, or long-term game commitments.
Progressive games, where players advance through levels or achieve incremental upgrades, capitalize on the sunk cost fallacy by creating a sense of loss if the player discontinues the game. Similarly, in-game purchases, especially those enhancing player ability or status, can foster a sense of commitment and deter players from discontinuing their engagement.
Case Study: World of Warcraft
Blizzard Entertainment's World of Warcraft provides an excellent example of the sunk cost fallacy in action. Players invest significant amounts of time levelling up their characters and progressing through the game. This investment often leads players to continue playing, even when they may no longer find the game enjoyable or beneficial, due to the fear of wasting their previous investment.
Case Study: Clash of Clans
Supercell's Clash of Clans employs the sunk cost fallacy through its base-building mechanic and time-investment gameplay. Players invest considerable time and often real-world money to upgrade their base, train troops, and progress through the game. This investment leads to a reluctance to discontinue the game, even in the face of diminishing enjoyment, reflecting the sunk cost fallacy.
Implications for Game Design
While the sunk cost fallacy can be a potent tool for driving player engagement and in-game purchases, game designers need to be mindful of the potential ethical implications. Exploiting this principle can lead to situations where players feel obligated to continue playing, potentially leading to gaming addiction or financial issues. Designers must balance the drive for player engagement with promoting healthy gaming habits.
Conclusion
The application of the sunk cost fallacy in video game design presents a compelling mechanism for influencing player behaviour and enhancing game engagement. However, the ethical implications of this technique necessitate careful consideration and a responsible approach to game design. As the video game industry continues to innovate and evolve, it will be intriguing to observe how psychological principles like the sunk cost fallacy are utilized in an ethical and balanced manner.
References:
Arkes, H.R., & Blumer, C. (1985). The psychology of sunk cost. Organizational Behavior and Human Decision Processes, 35(1), 124-140.
Just, M. A., & Carpenter, P. A. (1992). A capacity theory of comprehension: Individual differences in working memory. Psychological Review, 99(1), 122-149.
Przybylski, A.K., Murayama, K., DeHaan, C.R., & Gladwell, V. (2013). Motivational, emotional, and behavioral correlates of fear of missing out. Computers in Human Behavior, 29(4), 1841-1848.
Blizzard Entertainment. (2004). World of Warcraft. [Video Game]. United States.
Supercell. (2012). Clash of Clans. [Video Game]. Helsinki, Finland.
Soman, D. (2001). The mental accounting of sunk time costs: Why time is not like money. Journal of Behavioral Decision Making, 14(3), 169-185.
Heidrich, K., & Charness, G. (2010). Investments in and payouts from relational contracts. Journal of Economic Behavior & Organization, 75(3), 380-394.
Jaffe, L. (1998). Path of Least Resistance: Learning to Become the Creative Force in Your Own Life. San Francisco, CA: Delacorte Press.
Staw, B. M. (1976). Knee-deep in the big muddy: A study of escalating commitment to a chosen course of action. Organizational Behavior and Human Performance, 16(1), 27-44.
Sutton, R. I. (1997). The virtues of closet qualitative research. Organization Science, 8(1), 97-106.
Thompson, L., Gentner, D., & Loewenstein, J. (2000). Avoiding missed opportunities in managerial life: Analogical training more powerful than individual case training. Organizational Behavior and Human Decision Processes, 82(1), 60-75.
Zeelenberg, M., & van Dijk, E. (1997). A reverse sunk cost effect in risky decision making: Sometimes we have too much invested to gamble. Journal of Economic Psychology, 18(6), 677-691.
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milijanakomad · 8 months
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Product design and psychology: The Application of Social Pressure in Video Game Design
Keywords: Social Pressure, Video Gaming, Game Design, Player Behaviour, Social Gaming
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Abstract:
This scholarly paper delves into the intricacies of social pressure as a tool for psychological manipulation in video game design. It emphasizes the diverse applications and implications of social pressure in manipulating player behaviour, fostering engagement, and enhancing monetization. Detailed case studies provide a comprehensive understanding of the deployment of this technique, illustrating the concept from a product designer's viewpoint.
Introduction:
The modern gaming landscape has undergone a significant transformation with the rise of social gaming. The incorporation of social elements within games, coupled with the widespread adoption of social media platforms, has paved the way for a new form of player manipulation - social pressure. This paper aims to explore the exploitation of social pressure in video games, focusing on its application, implications, and ethical considerations.
Social Pressure in Gaming: Conceptualization and Design
Social pressure, in the context of gaming, refers to the influence exerted by peers or the wider gaming community on an individual player's actions, decisions, and experiences. This can manifest in various ways, from cooperative gameplay mechanics, peer comparisons, and social rewards, to public leaderboards and shared achievements.
Cooperative gameplay mechanics often involve tasks that require teamwork, creating pressure on individual players to perform and contribute. Peer comparisons, in which players' in-game achievements are made visible to others, can also create a competitive environment, encouraging players to play more or even make in-game purchases to keep up with their peers. Social rewards and recognition provide positive reinforcement, driving players to perform certain actions or engage more with the game.
Case Study: Among Us
In the indie game Among Us, social pressure is utilized as a core gameplay mechanic. Players must debate and vote on who they suspect is an imposter, creating a high-pressure social environment where persuasion, manipulation, and consensus building are critical. Players often feel pressure to conform to group decisions or risk being cast out, reflecting real-world social dynamics.
Case Study: Clash Royale
Supercell's Clash Royale capitalizes on social pressure through its clan system. Players can join clans and participate in clan wars, where their individual performance contributes to the overall success of the clan. Public leaderboards within the clan further fuel competition, creating a social pressure to continuously engage with the game and perform well.
Implications for Game Design
Understanding and leveraging social pressure can be a powerful tool for game designers. However, ethical considerations must be central to its deployment. Excessive pressure can lead to player stress, negative experiences, and toxic community environments. Designers must thus aim to strike a balance, creating engaging social experiences that motivate rather than alienate players.
Conclusion
The exploitation of social pressure in video game design has proven to be a potent tool for influencing player behaviour and fostering engagement. Nevertheless, careful attention must be given to the potential psychological impact on players and the creation of a supportive, inclusive community. As the gaming industry continues to evolve, the ethical application of social pressure and other psychological principles will be pivotal to designing enjoyable and healthy gaming experiences.
References:
Anderson, C.A., & Dill, K.E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790.
Markey, P.M., & Markey, C.N. (2010). Vulnerability to violent video games: A review and integration of personality research. Review of General Psychology, 14(2), 82-91.
Przybylski, A.K., Rigby, C.S., & Ryan, R.M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154-166.
Void Phoenix. (2018). Among Us. [Video Game]. United States.
Supercell. (2016). Clash Royale. [Video Game]. Helsinki, Finland.
Kowert, R., Festl, R., & Quandt, T. (2014). Unpopular, overweight, and socially inept: Reconsidering the stereotype of online gamers. Cyberpsychology, Behavior, and Social Networking, 17(3), 141-146.
Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772-775.
Fox, J., & Tang, W.Y. (2017). Women’s experiences with general and sexual harassment in online video games: Rumination, organizational responsiveness, withdrawal, and coping strategies. New Media & Society, 19(8), 1290-1307.
Bergmark, K.H., Bergmark, A., & Findahl, O. (2011). Extensive Internet involvement—Addiction or emerging lifestyle? International Journal of Environmental Research and Public Health, 8(12), 4488-4501.
Young, K.S. (1998). Caught in the net: How to recognize the signs of internet addiction—and a winning strategy for recovery. John Wiley & Sons.
Eklund, L. (2011). Doing gender in cyberspace: The performance of gender by female World of Warcraft players. Convergence: The International Journal of Research into New Media Technologies, 17(3), 323-342.
Olson, C.K. (2010). Children's motivations for video game play in the context of normal development. Review of General Psychology, 14(2), 180-187.
Trepte, S., Reinecke, L., & Juechems, K. (2012). The social side of gaming: How playing online computer games creates online and offline social support. Computers in Human Behavior, 28(3), 832-839.
Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004). Enjoyment: At the heart of media entertainment. Communication Theory, 14(4), 388-408.
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milijanakomad · 8 months
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Product design and psychology: The Exploitation of Fear of Missing Out (FOMO) in Video Game Design
Keywords: Fear of Missing Out, FOMO, Video Gaming, Game Design, Player Engagement
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Abstract:
This paper delves into the psychological concept of Fear of Missing Out (FOMO) and its application in the sphere of video game design. FOMO, a form of psychological manipulation, plays a pivotal role in influencing player behaviour and fostering continuous engagement. We explore and analyse this technique using a variety of case studies to provide a comprehensive understanding of its use and implications from a product designer's standpoint.
Introduction:
In the highly competitive landscape of the gaming industry, keeping players engaged is critical. A particularly effective tool at the disposal of game designers is the psychological principle of Fear of Missing Out, or FOMO. The inherent desire not to be left out or miss opportunities can significantly impact player behaviour, and it is this fear that game designers capitalize on to enhance player engagement and, potentially, monetization.
FOMO in Gaming: Conceptualization and Design
The application of FOMO in gaming hinges on creating an environment where players feel compelled to continue playing to avoid missing out on rewards, events, or social interaction. This can be achieved through various mechanisms like time-limited events, exclusive rewards, or seasonal content.
Time-limited events are a common way of inducing FOMO. These are special game events that occur for a limited duration and offer unique rewards. Players often feel the need to participate to avoid missing out on these opportunities, which in turn drives continuous engagement.
Exclusive rewards are another way of leveraging FOMO. This can take the form of limited-edition items that can only be earned or purchased within a specific timeframe, fostering a sense of urgency to obtain them before they're gone.
Case Study: Fortnite
Epic Games' Fortnite utilizes FOMO through its "Battle Pass" system. Each Fortnite season has its own Battle Pass, available for a limited time, offering unique, tiered rewards that cannot be acquired once the season ends. This system effectively capitalizes on FOMO, as players often invest more time and money to secure all the rewards before the season concludes.
Case Study: Animal Crossing: New Horizons
Nintendo's Animal Crossing: New Horizons provides an example of FOMO in a non-competitive environment. The game operates in real-time and offers events and activities tied to specific seasons or holidays. This model creates a compulsion to regularly engage with the game, as players fear missing out on seasonal content, which is not available once the time window has passed.
Implications for Game Design
While the exploitation of FOMO can enhance player engagement and monetization, game designers must be mindful of the potential implications. The incessant pressure to engage can lead to player burnout or foster unhealthy gaming habits. As such, designers must strive to strike a balance between leveraging FOMO and promoting a healthy gaming environment.
Conclusion
FOMO, as a psychological principle, has been skilfully adapted in game design to drive continuous player engagement. However, it's crucial for designers to consider the potential repercussions of overexploitation of this principle. As the gaming industry evolves, it will be intriguing to see how the use of FOMO and similar psychological principles are ethically integrated into game design to create enjoyable, engaging experiences.
References:
Przybylski, A.K., Murayama, K., DeHaan, C.R., & Gladwell, V. (2013). Motivational, emotional, and behavioral correlates of fear of missing out. Computers in Human Behavior, 29(4), 1841-1848.
Alt, D., & Boniel-Nissim, M. (2018). Links between adolescents' deep and surface learning approaches, problematic internet use, and Fear of Missing Out (FoMO). Internet Interventions, 13, 30-39.
Griffiths, M. D., & Pontes, H. M. (2014). Internet addiction disorder and internet gaming disorder are not the same. Journal of Addiction Research & Therapy, 5(4), e124.
Przybylski, A. K., Weinstein, N., & Murayama, K. (2016). Internet gaming disorder: Investigating the clinical relevance of a new phenomenon. American Journal of Psychiatry, 174(3), 230-236.
Hamari, J., & Keronen, L. (2017). Why do people buy virtual goods? Attitude towards virtual good purchases versus game enjoyment. International Journal of Information Management, 37(3), 299-308.
King, D., Delfabbro, P., & Griffiths, M. (2010). The convergence of gambling and digital media: Implications for gambling in young people. Journal of Gambling Studies, 26(2), 175-187.
Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278-296.
Epic Games. (2017). Fortnite. [Video Game]. Cary, NC, USA.
Nintendo. (2020). Animal Crossing: New Horizons. [Video Game]. Kyoto, Japan.
Juul, J. (2013). The art of failure: An essay on the pain of playing video games. MIT Press.
Kuittinen, J., Kultima, A., Niemelä, J., & Paavilainen, J. (2007). Casual games discussion. Proceedings of the 2007 conference on Future Play, 105-112.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538-546.
Suh, A., Cheung, C. M., Ahuja, M., & Wagner, C. (2017). Gamification in the workplace: The central role of the aesthetic experience. Journal of Management Information Systems, 34(1), 268-305.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, 9-15.
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milijanakomad · 8 months
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Product design and psychology: The Mechanism of Skinner Box Techniques in Video Game Design
Keywords: Skinner Box, Video Gaming, Game Design, Operant Conditioning, Reward
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Abstract:
This paper discusses the application of B.F. Skinner's operant conditioning framework, colloquially known as the Skinner Box mechanism, in the domain of modern video gaming. As a pivotal tool of psychological manipulation, this method has been integral in influencing player behaviour and engagement. Various case studies and examples are presented to provide a comprehensive understanding of its usage in game design.
Introduction:
The digital gaming industry has seen an unprecedented growth trajectory, fuelled by the increasing ubiquity of devices and the inherent human predilection towards engaging, interactive, and rewarding experiences. One psychological technique that has been instrumental in fostering these experiences is B.F. Skinner's operant conditioning principle. The primary objective of this paper is to delve into the specifics of the Skinner Box mechanism in video gaming, highlighting its implications from a product designer's perspective.
Skinner Box in Gaming: Conceptualization and Design
B.F. Skinner's operant conditioning theory revolves around the basic premise of reward and punishment. In a Skinner Box experiment, a rat is rewarded or punished based on its interaction with the environment. This principle, when mapped onto the gaming arena, translates into a design where player actions result in rewards or penalties, shaping subsequent behaviour.
The implementation of the Skinner Box mechanism varies greatly, from straightforward reward systems to intricate loot box mechanisms. For instance, in games like World of Warcraft, players are motivated to continue playing by the promise of levelling up or acquiring rare items, a phenomenon akin to the random reinforcement schedules of Skinner's experiments.
The effective use of the Skinner Box mechanism relies on the careful calibration of reward frequency and intensity. The random reinforcement schedule, akin to a slot machine's unpredictability, plays a pivotal role in maintaining player engagement and addiction. The concept of 'grinding' or performing repetitive tasks for rewards is a prime example of this method.
Case Study: Clash of Clans
Supercell's Clash of Clans offers an instructive example of the Skinner Box principle. Players are rewarded for attacking other players' bases, and these rewards can be used to upgrade their own base, troops, and defences. The time it takes to build and upgrade structures creates a variable ratio schedule of reinforcement that encourages regular engagement. A player might decide to continue playing, anticipating a shorter wait time or a more generous loot after an attack.
Case Study: Candy Crush Saga
King's Candy Crush Saga epitomizes the use of the Skinner Box mechanism through its reward system. As players progress through the levels, they receive varied types of reinforcement: unlocking new levels (positive reinforcement), losing lives for failed attempts (negative punishment), or gaining additional moves to complete a level (negative reinforcement). The unpredictability of rewards creates an intriguing suspense, impelling players to continue their interaction with the game.
Implications for Game Design
As a senior product designer, understanding the dynamics of the Skinner Box mechanism is crucial. The technique's potency lies in its ability to encourage player engagement, foster addiction, and influence in-game purchasing decisions. However, the ethical dimensions of this tool warrant careful consideration. Game designers must strike a delicate balance between maintaining player engagement and avoiding exploitative practices.
Conclusion
The Skinner Box mechanism has emerged as a powerful tool in the hands of game designers, helping sculpt player behaviour in a predictable manner. However, it is paramount for designers to consider the ethical implications of their design choices, ensuring their strategies promote a healthy and enjoyable gaming experience. As the digital gaming industry continues to evolve, it will be interesting to see how Skinner's principles continue to be integrated and innovated upon.
References:
Skinner, B. F. (1938). The Behavior of organisms: An experimental analysis. New York: Appleton-Century.
Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc.
Eyal, N. (2014). Hooked: How to build habit-forming products. Penguin.
Hamari, J., & Keronen, L. (2017). Why do people buy virtual goods? Attitude towards virtual good purchases versus game enjoyment. International Journal of Information Management, 37(3), 299-308.
Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154–166.
King, D., & Delfabbro, P. (2019). The concept of “harm” in Internet gaming disorder. Journal of Behavioral Addictions, 8(3), 456–468.
Koster, R. (2013). Theory of Fun for Game Design. O'Reilly Media.
Madigan, J. (2015). Getting Gamers: The Psychology of Video Games and Their Impact on the People who Play Them. Rowman & Littlefield.
Fizek, S. (2018). Why Fun Matters: In Search of Emergent Playful Experiences. British Journal of Educational Technology, 49(5), 950-961.
Smith, S. L., & Toscano, A. J. (2016). Children's and adolescents' cognitive, affective, and behavioral responses to reward-related, child-targeted mobile applications. Cyberpsychology, Behavior, and Social Networking, 19(7), 441-447.
Chou, Y. K. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, 9-15.
Supercell. (2012). Clash of Clans. [Video Game]. Helsinki, Finland.
King. (2012). Candy Crush Saga. [Video Game]. Stockholm, Sweden.
Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188.
Alha, K., Koskinen, E., Paavilainen, J., & Hamari, J. (2019). Why do people play location-based augmented reality games? A study on Pokémon GO. International Journal of Human-Computer Interaction, 35(9), 804-819.
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milijanakomad · 9 months
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Product design and psychology: Psycho manipulation techniques in gaming
Keywords: Product Design, Gaming, Psychological Manipulation Techniques, Player Behaviour, Player Engagement, Skinner Box Mechanics, Fear of Missing Out,  (FOMO) Social Pressure, Sunk Cost Fallacy, Artificial Scarcity, Dynamic Difficulty Adjustment (DDA), Pay to Win, Teasing Future Content, Locus of Control, Grinding, Loot Boxes, Gacha Systems, Zeigarnik Effect, Genshin Impact, Ethics in Game Design, Addiction in Gaming, Excessive Spending, Unfair Gaming Environment, Ethical Game Design Practices, Responsibility of Designers and Developers
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Abstract:
This paper explores the implementation of psychological manipulation techniques in product design, particularly in gaming, focusing on their effects on player behaviour and engagement. The discussed techniques include Skinner Box Mechanics, Fear of Missing Out (FOMO), Social Pressure, Sunk Cost Fallacy, Artificial Scarcity, Dynamic Difficulty Adjustment (DDA), Pay to Win, Teasing Future Content, Locus of Control, Grinding, Loot Boxes, Gacha Systems, and the Zeigarnik Effect. Real-world examples, such as the game "Genshin Impact", are used to illustrate the techniques' applications. While acknowledging these methods' effectiveness in increasing player engagement and revenue, the paper raises concerns about their potential to foster addiction, promote excessive spending, and create unfair gaming environments. The study calls for ethical game design practices and highlights the designers and developers' responsibility in maintaining a balanced and fair gaming experience.
Introduction
Psychological manipulation techniques have been employed in various aspects of human life, from interpersonal relationships to marketing and advertising. Understanding these techniques can shed light on how consumer behaviour is shaped, how decisions are influenced, and how interactions are guided. In product design, these methods play a critical role, often subtly, in guiding user experience, driving engagement, and encouraging specific user actions. The gaming industry, in particular, has become adept at employing these techniques to create compelling and immersive experiences.
However, the application of psychological manipulation techniques in product design is not without controversy. Moral and ethical concerns often arise, particularly when these tactics are used in ways that can lead to addictive behaviours or unnecessary expenditure. The impact of these techniques on the mental health and wellbeing of users is a subject of ongoing discussion in both academia and the industry.
To comprehend the dynamics of these manipulation techniques, this paper delves into eleven of them, as applied in game design, with a focus on their influence on player behaviour and engagement. Importantly, each technique will be viewed from both a product design and psychological standpoint to ensure a comprehensive understanding of its implementation and implications.
The Techniques
1. Skinner Box Mechanics
In the world of behavioural psychology, the Skinner Box, developed by B.F. Skinner, plays a pivotal role. This mechanism revolves around the concept of operant conditioning, where subjects learn to associate behaviours, such as pressing a lever, with receiving rewards. Game designers have translated this concept into their work by prompting players to perform simple tasks, followed by randomized rewards, thereby creating a compulsive loop of behaviour.
This is evident in various mobile and free-to-play games, where completion of tasks results in rewards such as virtual currency, points, or character enhancements. However, the randomness of the reward sequence can lead to a compulsive cycle where players continue to perform tasks in anticipation of a potentially more substantial reward next time - an aspect that can become addictive.
2. Fear of Missing Out (FOMO)
The phenomenon of FOMO plays a critical role in player engagement strategies in games. Time-limited events or offers with exclusive content available only for a short duration can induce a sense of urgency and scarcity. This pressure can propel players to participate or make purchases for fear of missing out on the exclusive content.
For instance, games often introduce special holiday events or weekend sales offering exclusive items or characters. By time-limiting these events, they can stimulate a sense of scarcity and urgency, urging players to spend more time in the game or make additional purchases.
3. Social Pressure
Social dynamics are influential factors in the gaming experience, particularly within multiplayer environments. Social pressure can push players to spend on cosmetic items to maintain status within a group or use social connections to encourage continuous engagement with the game. For example, games often offer bonuses for inviting friends to join or rewarding cooperative play to capitalize on the innate human desire for social connection.
However, the potential downside of this manipulation technique lies in the pressure it may create among players to conform to group norms or expectations, potentially leading to unnecessary spending or extended playtime.
4. Sunk Cost Fallacy
The sunk cost fallacy has a profound impact on player behaviour. As players invest more time, effort, and money into a game, they are more likely to continue playing to justify their initial investment. This can be the case even if the player's enjoyment of the game decreases over time.
This phenomenon can be problematic, particularly when it encourages players to spend more money or time on a game they no longer find fulfilling, leading to potential addiction or excessive spending.
5. Artificial Scarcity
Game designers often use artificial scarcity to increase the perceived value of in-game items or characters. By limiting the availability of certain items, an illusion of scarcity is created, leading players to spend more resources to acquire them. This can have a significant impact on player behaviour, driving players to play longer hours or make additional purchases to secure these scarce resources.
While this strategy can enhance player engagement and revenue, it also raises ethical concerns about encouraging excessive spending.
6. Dynamic Difficulty Adjustment (DDA)
Dynamic Difficulty Adjustment is a technique that tailors the game's difficulty level based on the player's skill. Transparent application of DDA can enhance player engagement by providing a suitable level of challenge. However, when used non-transparently, it can be seen as manipulative, as it can be used to encourage additional spending.
For instance, making a game temporarily more challenging might push players towards purchasing power-ups or additional resources. This manipulation can create an unbalanced gaming experience, leading to questions about its fairness and ethics.
7. Pay to Win
The 'Pay to Win' model is prevalent in many games, allowing players to purchase items or upgrades that provide a significant advantage in gameplay. While this can help generate revenue for the game, it creates an uneven playing field favouring those who spend more money.
This model raises serious ethical concerns about creating an unfair gaming environment and promoting excessive spending.
8. Teasing Future Content
Teasing future content can be an effective strategy for keeping players engaged and looking forward to new additions. By giving sneak peeks of upcoming features or content, games can retain player interest, even if they may be losing interest in the current content.
However, it's important to consider the potential disappointment and loss of trust that could occur if teased content does not live up to player expectations.
9. Locus of Control
A player's sense of control over the game's environment, narrative, or outcomes can significantly enhance their engagement and immersion. By fostering a sense of agency, game designers can captivate players, keeping them invested in the game world.
However, providing an illusion of control, where the actual impact of player decisions is minimal, can lead to player frustration and dissatisfaction.
10. Grinding
Grinding, or repeating tasks for incremental gain, is common in many games, particularly in Massively Multiplayer Online Role-Playing Games (MMORPGs). The player's progress is often determined by their character's level, skills, and equipment, which are typically improved through grinding.
While grinding can provide a sense of progress and achievement, it can also lead to fatigue or boredom if not carefully balanced with other gameplay elements.
11. Loot Boxes
Loot boxes, containing a random assortment of in-game items, have become a popular mechanism in game design. They can provide excitement and unpredictability, enhancing the gameplay experience.
However, loot boxes have come under criticism due to their similarity to gambling, raising concerns about fostering addictive behaviours and encouraging excessive spending.
12. Mechanisms of Gacha
The Gacha system, named after Japanese toy vending machines, has become a pervasive strategy within the gaming industry. It operates on a 'loot box' principle, where players pay for the chance to obtain a randomized item of varying rarity. This mechanic is psychologically intriguing, as it taps into the human predilection for chance-based rewards, thereby playing a crucial role in player retention and revenue generation. The intermittent and unpredictable nature of rewards in Gacha systems makes them akin to Skinner's variable-ratio schedule, which is known to produce high rates of response, even in the absence of rewards. 
This forms the psychological bedrock of Gacha systems' addictiveness. The thrill of obtaining a rare, powerful character is essentially gambling, which is inherently addictive. Similarly, in "Genshin Impact," players can acquire weapons or characters using Primo gems (the game's currency), resulting in variable outcomes.
13. Zeigarnik Effect
The Zeigarnik effect, originally studied by Russian psychologist Bluma Zeigarnik in the 1920s, postulates that people tend to remember unfinished tasks better than they recall completed ones. The present study explores the Zeigarnik effect from two key perspectives: psychological and product design. Through the detailed analysis of real-world examples and case studies, this paper aims to provide insights into how product designers can harness the Zeigarnik effect to create more compelling, engaging, and user-friendly products. 
In the realm of product design, the Zeigarnik effect can be employed to increase user engagement and retention. One of the primary ways is by creating a sense of incompletion that motivates users to return to a product or service. 
The gaming industry is a prime example where the Zeigarnik effect is utilized. Games like Candy Crush keep players engaged by offering multiple levels that create a sense of unfinished business. The constant reminder of the pending level increases the likelihood of the user returning to complete the game.
14. Genshin Impact
In the pantheon of modern digital entertainment, 'Genshin Impact' has established itself as a monumental exemplar of the gamic medium's potential. Developed by the Chinese company miHoYo, the game has found global resonance since its release in 2020. The focus of this article is to scientifically dissect the integral components of 'Genshin Impact', emphasizing its gameplay, narrative, technological elements, and its influence on socio-economic aspects.
From a ludo logical perspective, 'Genshin Impact' showcases an amalgamation of game mechanics and systems, providing an extensive interaction spectrum for its players. As an action role-playing game (RPG), it encapsulates various interaction modalities including combat, exploration, puzzle-solving, and character development. The game's combat system relies on a character-switching mechanism that promotes strategic combination of different character abilities, while its progression system encourages continual exploration of the game's vast world.
The incorporation of 'gacha' mechanics, where players can obtain random virtual items or characters, illustrates the application of probability theory and the role of randomness in player motivation. It taps into the psychological principle of intermittent reinforcement, incentivizing continuous engagement through the thrill of uncertain rewards.
Conclusion
While the psychological manipulation techniques employed in game design can effectively enhance player engagement and generate revenue, they also pose potential risks. Fostering addictive behaviours, encouraging excessive spending, and creating unfair environments are significant concerns.
Understanding these techniques, their implementation, and their implications can inform ethical game design practices. It can also stimulate critical conversations about the role of psychological manipulation in product design and the responsibilities that designers and developers bear in ensuring a balanced and fair gaming experience. It's essential that the gaming industry continually assesses these techniques' ethical implications to provide enjoyable, immersive, and ethical gaming experiences.
References:
Fogg, B. J. (2009). A behavior model for persuasive design. Proceedings of the 4th International Conference on Persuasive Technology - Persuasive '09. doi:10.1145/1541948.1541999.
Skinner, B. F. (1938). The Behavior of organisms: An experimental analysis. New York: Appleton-Century-Crofts.
Przybylski, A. K., Murayama, K., DeHaan, C. R., & Gladwell, V. (2013). Motivational, emotional, and behavioral correlates of fear of missing out. Computers in Human Behavior, 29(4), 1841-1848.
Cialdini, R. B. (2006). Influence: The psychology of persuasion. New York, NY: Harper Collins.
Arkes, H. R., & Blumer, C. (1985). The Psychology of Sunk Cost. Organizational Behavior and Human Decision Processes, 35(1), 124-140.
Zagal, J. P., & Deterding, S. (2018). Modes of Play: A Frame Analytic Account of Video Game Play. Games and Culture, 13(8), 854–877.
Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. Proceedings of the AAAI Workshop on Challenges in Game AI.
Consalvo, M. (2009). Cheating: Gaining Advantage in Videogames. Cambridge, MA: MIT Press.
Walz, S. P. (2010). Toward a Ludic Architecture: The Space of Play and Games. ETC Press.
Deci, E. L., & Ryan, R. M. (2000). The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior. Psychological Inquiry, 11(4), 227-268.
King, D., Delfabbro, P., & Griffiths, M. (2011). The convergence of gambling and digital media: Implications for gambling in young people. Journal of Gambling Studies, 27(2), 193-213.
Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538-546.
Zeigarnik, B. (1927). Das Behalten erledigter und unerledigter Handlungen. Psychologische Forschung, 9, 1-85.
Hu, J., Gao, H., & Wang, Q. (2017). Examining digital cheating in video games from a moral perspective. Ethics and Information Technology, 19(4), 243–255.
Griffiths, M. D., & Nuyens, F. (2017). An overview of structural characteristics in problematic video game playing. Current Addiction Reports, 4(3), 272-283.
Paulus, F. W., Ohmann, S., von Gontard, A., & Popow, C. (2018). Internet gaming disorder in children and adolescents: A systematic review. Developmental Medicine & Child Neurology, 60(7), 645-659.
Zhu, J., & Zhang, W. (2019). Arising of the ethical issues in the digital era of game industry. International Journal of Technology and Human Interaction, 15(1), 1-18.
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milijanakomad · 4 years
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Digitalna čorba
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milijanakomad · 9 years
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milijanakomad · 9 years
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