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Examining the intersection of psychology and video games

Examining the intersection of psychology and video games
Imagine that some wealthy lunatic comes to you with an offer to choose between the following gambles in order to win five bucks: Option 1: A stock is selected at random from the Wall Street Journal. You guess whether it will go up or down tomorrow. If you’re right, you win $5. Option 2: A stock is selected at random from the Wall Street Journal. You guess whether it went up or down yesterday.

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Westworld (2016) Day breaks over an unfamiliar landscape. That’s not the sun and this is not the natural splendour of the American West. It’s the ribcage of a horse — not bred but built as an amusement park plaything. Robotic tools dance with precision, stringing piano wire and sinew alike, connecting key with hammer, muscle with bone. Jeb Balise's Blog - How Retention Affects Growth The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. The primary goal of any app developer is to grow and maintain their user base. An app that fails to grow or maintain its user base cannot survive because it will eventually have no users, so developers set growth goals to be able to track how their app is growing over time. The two metrics that we can use to predict an app’s growth over time are installs and retention.

Persistent myths about Game Design The straw man concept of game design involves the sole genius game designer who writes his thoughts on a golden tablet and passes it down to the production minions to build. There are several beliefs about the process of game design and development evident in this stereotype. Heavy upfront design and preproduction are critical to the creation of a great game. When these activities are not done early in the process, there will be mistakes made later in the development that are almost impossible to correct. A single individual must drives the creative design process. Otherwise there will be a lack of vision that cripples the project.

Fundamentals of Painting — Fundamentals of Painting Hey! So we have been looking at creating structure using the principles of Proportion, Basic Form and Space in the previous article. If you have learned and practiced these drawing principles and are fairly proficient, you can start to light your structure. If you want to Light your drawings from Imagination, then you will need… Keith Burgun's Blog - Why League of Legends is the World's Greatest Game The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This was originally published on my blog at keithburgun.net. Why Your Mobile Game Failed: Complexity Kills! One of the most difficult problems in designing any game is how to address complexity in the game design. For mobile gaming in particular, this is a difficult problem as the design paradigms of successful complexity models have largely been figured out on other platforms (e.g., social, console, PC, and even game focused handheld) but not quite yet on mobile (if we define mobile to be specific to mobile phones at least). The newness of the phone platform makes this an especially challenging problem and one in which we’ve seen many industry mistakes occur time and time again (including from yours truly). How difficult can it be to design complexity for what amounts to a smaller screen and limited controls? In fact, very difficult.

Ivan Verde's Blog - How to design a sequel. Cut the Rope: Magic Post Mortem How to design a sequel. Cut the Rope: Magic Post Mortem The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Any time you start thinking about designing a sequel, the first question you ask yourself is: how is it going to differ from the previous part? The “+1″ Mobile Game Design Strategy (Gamasutra) History and Context: In the winter of 2008, I launched my first game: it was a social game on Facebook and MySpace called League of Heroes. At the time, Mob Wars and Friends for Sale had just recently launched and Mafia Wars by Zynga and Mobsters by Playdom were just launching. As many of you probably know, Mafia Wars/Mobsters were just direct rips of Mob Wars... what I will later refer to as a “horizontal” strategy.

Josh Bycer's Blog - Short vs. Long-Term Progression in Game Design Short vs. Long-Term Progression in Game Design The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. On an episode of the Perceptive Podcast, I spoke with Jamie Madigan from Psychology of Games on the subject of motivating someone to keep playing a game. The cast was a fascinating discussion, but there was one topic that came up that is too big to just leave it to the cast, and that is the difference between short and long-term progression in game design. Evan Todd's Blog - The Poor Man's Gameplay Analytics The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. You don't want to take time away from your awesome game to write boring analytics code. So you either call up some friends, hire playtesters, integrate some 3rd party SDK (ugh), or just do without. WRONG.

Now Trending: Clash Royale's Launch Shows Mid-Core Mobile Potential in the West In early January 2016, Supercell soft-launched a spinoff of its wildly successful Clash of Clans titled Clash Royale. The game is currently available on iOS in select countries like Hong Kong, Norway and Finland. In these territories, the game is already a top-grossing app, and it’s poised to grow even more. Clash Royale combines elements of real-time multiplayer online battle arenas (MOBAs), tower defense and collectible card games (CCGs). These genres are popular among players when you observe their downloads and earnings. Additionally, Clash Royale sets itself apart from competitors like Vainglory and Call of Champions by being a mid-core game that straddles the line between casual and core. Why good FOV options are crucial to PC games - IncGamers.com For PC players who can’t tolerate a narrow Field of View (FOV,) it’s been a difficult few weeks. Zeno Clash 2, Metro: Last Light and Call of Juarez: Gunslinger are all recent releases to have suffered from this problem. To their credit, ACE Team popped out a quick patch for Zeno Clash 2 (no small undertaking as the FOV in that case was linked to in-game animations) and Last Light got a config file solution from 4A Games.

Star Wars Uses Mobile Success to Expand Globally Star Wars: The Force Awakens — the seventh film from one of the world’s most beloved series — premieres this December. For nearly 40 years, this mega franchise includes a rich cast of characters that have been featured across six feature films, cartoons, comics, video games and other forms of media. The strength of its intellectual property (IP) is perhaps only rivaled by Marvel, another Disney property. With a significant amount of online buzz and early ticket sales topping $50 million during November, the coming weeks are poised to showcase how strong the Star Wars brand is. It has been a force to be reckoned with across several mediums beyond the silver screen, for instance, televisions series like Star Wars Rebels. But for now, we’ll look at the franchise’s history of success across mobile apps.

Tino van der Kraan's Blog - The recipe behind Cookie Clicker The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. [As posted on [Disclaimer] The views in this post are entirely my own and I do not, in any way, represent Cookie Clicker and/or its creator Orteil.

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