Jamie Madigan's Blog
Writes about the psychology of video games here and over at www.psychologyofgames.com. Follow on Twitter: @JamieMadigan
Why some games and some experiences make us feel more helpless than others --and what designers can do about it.
How achievements, trophies, and badges in games can lower player motivation under the wrong circumstances.
Why are some games better than others at getting us to just keep playing without taking a break?
How a simple choice of words and a little psychology can bias your choices in video games, such as what NPC factions to support.
An old technique from film making has psychological roots that reach into the world of video games.
How do gaming Kickstarters that rely on nostalgia make use of our irrational decision-making?
Jamie Madigan's Comments
[Blog - 10/08/2014 - 01:34]
[Blog - 07/15/2014 - 01:52]
[News - 06/06/2013 - 06:28]
I like how straight forward ...
I like how straight forward MS is being here and telling us exactly what we get without using PR speak or other wishy-washy language. They even come out and say Yo, we may change any of this at some time in the future, so ...keep that in mind. That said, ...
[Blog - 06/03/2013 - 02:16]
[News - 05/15/2013 - 03:51]
I count myself among those ...
I count myself among those who never understood the big deal about this term. It fits, it 's short, it 's not awkward unlike any alternative I 've seen , and it 's generally understood. If you want more specificity, just add modifiers: core gamer, casual gamer, etc. And if ...
[Blog - 05/13/2013 - 03:00]
I didn 't mention it ...
I didn 't mention it in the OP, but the researchers actually thought of this too. They had a follow-up experiment where they let people in the sequential condition scroll back and forth between options. The effects on likelihood to switch was definitely less, but it was still there. They ...