Gaming Manipulation Techniques: Difference between revisions
From BurnZero
(Created page with "These techniques are often referred to as "dark patterns" in game design. Here are a few: # '''Skinner Box or Operant Conditioning Chamber''': This technique is named after the psychologist B.F. Skinner and involves providing rewards at random intervals. This can create a compulsion loop, where the player performs an action, receives a reward, and then repeats the action in hopes of receiving another reward. This is often seen in games with loot boxes or random rewards....") |
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<div class="res-img">[[File:Game Psychology techniques.png|alt=Game Design Psychological Manipulation|center|Cognitive dissonance quote]]</div> | |||
These techniques are often referred to as "dark patterns" in game design. Here are a few: | These techniques are often referred to as "dark patterns" in game design. Here are a few: | ||
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# '''Artificial Scarcity''': By making certain items or rewards available for a limited time, or making them hard to get, games can create a sense of scarcity that makes these items feel more valuable. | # '''Artificial Scarcity''': By making certain items or rewards available for a limited time, or making them hard to get, games can create a sense of scarcity that makes these items feel more valuable. | ||
# '''Variable Ratio Schedule''': This is a powerful schedule of reinforcement where rewards are given after an unpredictable number of actions. This is seen in gambling and is also the principle behind loot boxes in video games. | # '''Variable Ratio Schedule''': This is a powerful schedule of reinforcement where rewards are given after an unpredictable number of actions. This is seen in gambling and is also the principle behind loot boxes in video games. | ||
Latest revision as of 23:05, 19 July 2023
These techniques are often referred to as "dark patterns" in game design. Here are a few:
- Skinner Box or Operant Conditioning Chamber: This technique is named after the psychologist B.F. Skinner and involves providing rewards at random intervals. This can create a compulsion loop, where the player performs an action, receives a reward, and then repeats the action in hopes of receiving another reward. This is often seen in games with loot boxes or random rewards.
- Fear of Missing Out (FOMO): Many games create limited-time events or offers that urge players to participate or make a purchase to avoid missing out. This can create a sense of urgency and compel players to return to the game regularly.
- Social Obligation: In multiplayer games or games with social features, players may feel obligated to return to the game to support their friends or teammates. This can create a sense of responsibility and community that keeps players engaged.
- Sunk Cost Fallacy: The more time or money a player invests in a game, the harder it can be for them to stop playing. They may feel that they need to continue playing to justify their investment, even if they're no longer enjoying the game.
- Progression Systems: Many games feature leveling systems or other forms of progression that provide a constant sense of achievement. This can make players feel like they're always making progress and have a reason to keep playing.
- Artificial Scarcity: By making certain items or rewards available for a limited time, or making them hard to get, games can create a sense of scarcity that makes these items feel more valuable.
- Variable Ratio Schedule: This is a powerful schedule of reinforcement where rewards are given after an unpredictable number of actions. This is seen in gambling and is also the principle behind loot boxes in video games.