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The Psychology of Video Games

The Psychology of Video Games

Benign vs Malicious Jealousy | Michael Gugel Posted on Sep 05, 2011 by Michael Gugel in Gaming, Psychology Benign vs Malicious Jealousy People expect the world to be fair. If you work hard, you’ll be rewarded for your efforts. Benign Envy: You feel benign envy when you see someone you admire and you think their possessions / status are well deserved (e.g. a person who accumulated their wealth from a lifetime of hard work).Malicious Envy: You feel malicious envy when you think someone doesn’t deserve their possessions / status (e.g. a lottery winner). Gamers feel benign and malicious envy too. Practical Advice: Don’t make it easy for users to spot the people that spent money in your game and the people that grinded their way to the top.

Neuroskeptic Mind Hacks Schema - What Is a Schema Definition: A schema is a cognitive framework or concept that helps organize and interpret information. Schemas can be useful because they allow us to take shortcuts in interpreting the vast amount of information that is available in our environment. However, these mental frameworks also cause us to exclude pertinent information to instead focus only on things that confirm our pre-existing beliefs and ideas. The History of Schemas The use of schemas as a basic concept was first used by a British psychologist named Frederic Bartlett as part of his learning theory. Theorist Jean Piaget introduced the term schema and its use was popularized through his work. Schema Examples For example, a young child may first develop a schema for a horse. Now, let's imagine that this very young girl encounters a miniature horse for the first time and mistakenly identifies it as a dog. Problems With Schemas References: Bartlett, F.C. (1932). Piaget, J. (1928). Browse the Psychology Dictionary

The Psychology of Beauty Mind & Brain News May 19, 2017 — A new study has served to identify some genetic mutations that will help to improve the treatment of ... read more May 19, 2017 — Scientists have made an important step in understanding the organization of nerve cells embedded within the gut that control its function -- a discovery that could give insight into the origin of ... read more Scientists to Test Zika Virus on Brain Tumors May 19, 2017 — In a revolutionary first, scientists will test whether the Zika virus can destroy brain tumor cells, potentially leading to new treatments for one of the hardest to treat cancers. ... read more Female Faculty Face Strong Glass Ceiling in Male-Dominated University Environments, Study Concludes May 18, 2017 — Female faculty members hoping to advance to the highest ranks of academia face significant barriers due to male-dominated environments at colleges and universities, according to a new ... read more Consumers See Much Greater Risk Than Reward in Online Ads

A Dictionary of Video Game Theory Preface This dictionary of video game theory is a companion to my book, Half-Real. With the dictionary, I hope to provide a resource for students, researchers, teachers, and game players looking for terminological clarifications and pointers to further reading. The dictionary is not intended to be encyclopedic, but takes its starting point from the issues discussed in the book. sign indicates an issue that is elaborated in Half-Real. If there is any term that you would like to see listed in the dictionary, please send me a mail with your request . Jesper Juul, Copenhagen, November 2005. Abstract game An abstract game has rules, but no fictional world. Half-Real, chapter 4. Aesthetic index "The aesthetic index of a puzzle, as it may be called, seems to be inversely proportional to the complexity of its solution or to the obviousness of the pattern, trap, or trick it hides." Half-Real, chapter 3. Aesthetic goal Affinity between games and computers Half-Real, chapter 2. Agon Alea Ant farming Attachment

Mind Hacks Neuroscience Blog Features - Persuasive Games: Familiarity, Habituation, and Catchiness [In his latest 'Persuasive Games' column, author and game designer Ian Bogost looks at why we should repeal Bushnell's Law and move from 'addiction' to 'catchiness' in our framing of video games.] Here's a game design aphorism you've surely heard before: a game, so it goes, ought to be "easy to learn and hard to master." This axiom is so frequently repeated because it purports to hold the key to a powerful outcome: an addicting game, one people want to play over and over again once they've started, and in which starting is smooth and easy. It's an adage most frequently applied to casual games, but it is also used to describe complex games of deep structure and emergent complexity. In the modern era, this familiar design guideline comes from coin-op. "All the best games are easy to learn and difficult to master. Computer Space was complex, with two buttons for ship rotation, one for thrust, and another one for fire. Note the subtle differences between Bushnell's take and Parker's.

Conditioning by I don't know who first drew a comparison between video games and a "Skinner box." I heard the term "Virtual Skinner Box" several years ago and have since seen the occasional reference to this term on various games design discussion forums. The term has been heavily used in recent years in relation to links between violence and video games, and in relation to video game addiction. Basic Principles of Operant Conditioning What is Operant Conditioning? The basic principal of operant conditioning is simply that the frequency of a behavior will increase if it is rewarded, and that it will decrease if it is punished. Another principal of operant conditioning is that once a behavior is learned, the frequency of the reward can be reduced. A further principle of operant conditioning is that it is possible to condition an individual to perform behaviors outside of their usual repertoire. Concurrent Reinforcement Schedules Continued 1 | 2 | Next>> Copyright Sean Butcher, 2004

Psychology of rewards in web design Categorized in: rewards, fixed rewards, variable rewards, reward schedules, contingencies There are two fundamental types of reward schedules which fundamentally change how rewards are experienced: fixed- and variable reward schedules. Fixed rewards Fixed rewards are given out at a set time, amount, and type and are opposed to variable rewards, which feel more like random rewards. In computer games, fixed rewards are given out when you complete a level or achieve some other kind of clearly defined goal. In web applications fixed rewards are the most commonly used type of reward as they provide clear goals for users to strive for. The right reward at the right time and amount Everyone likes to be told they are doing a good job, but it is essential for rewards to work that they are given out at the right time, in the right amount, and that it is the right rewards that is being given. What rewards is the system giving at the moment? Positive and negative rewards (and punishments) What else?

Classical vs Operant Conditioning Classical and operant conditioning are two important concepts central to behavioral psychology. While both result in learning, the processes are quite different. In order to understand how each of these behavior modification techniques can be used, it is also essential to understand how classical conditioning and operant conditioning differ from one another. Let's start by looking at some of the most basic differences. Classical Conditioning First described by Ivan Pavlov, a Russian physiologistInvolves placing a neutral signal before a reflexFocuses on involuntary, automatic behaviors Operant Conditioning First described by B. How Classical Conditioning Works Even if you are not a psychology student, you have probably at least heard about Pavlov's dogs. Classical conditioning involves pairing a previously neutral stimulus (such as the sound of a bell) with an unconditioned stimulus (the taste of food). How Operant Conditioning Works The Differences Between Classical and Operant Conditioning

Schedules of Reinforcement - Operant Conditioning In operant conditioning, schedules of reinforcement are an important component of the learning process. When and how often we reinforce a behavior can have a dramatic impact on the strength and rate of the response. A schedule of reinforcement is basically a rule stating which instances of a behavior will be reinforced. In real-world settings, behaviors are probably not going to be reinforced each and every time they occur. Certain schedules of reinforcement may be more effective in specific situations. 1. In continuous reinforcement, the desired behavior is reinforced every single time it occurs. 2. In partial reinforcement, the response is reinforced only part of the time. There are four schedules of partial reinforcement: Fixed-ratio schedules are those where a response is reinforced only after a specified number of responses. Choosing a Schedule Deciding when to reinforce a behavior can depend upon a number of factors. References Ferster, C.B., & Skinner, B.F. (1957).

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