Thursday, October 27, 2011

Virtual Crack

All video games are designed to cater to the people that play them. Designers use methods to manipulate players into coming back and getting their "fix".

One method of to get players to keep playing is using some form of contingency, which is a basically a schedule of reinforcement, almost like getting paid for going to work. Time, activity, and reward are used to get the player to advance in a particular pattern.

Experiments were done with mice in which the mice would push a lever every time it wanted food. The food was given in different intervals. Sometimes the food was given to the mice each time they pressed the lever, other times they were rewarded at a different interval, like if the mice pushed the lever ten times instead of each time they would be given food. Giving the mice food each time only resulted in them doing nothing because they realized that food would be there anytime they wanted it. By giving the mice food at random intervals, they began to push the lever as hard as they could.


Those of play video games are also rewarded according to their performance. An object of some games is get a certain number of points in order to advance to the next level. In other games players must defeat an opponent to unlock another level or to win other parts of the game (locked characters, bonus levels, etc.).
Take Super Mario Bros. for example. As you advance through a level, you are able to jump and hit blocks that contain power ups (can make you throw fire or fly), extra lives, etc. Another feature of the game is that if enough coins are collected, you are rewarded with an extra life.


Video games provide a sense of fulfillment for gamers. Winning a virtual suit of armor can be the equivalent to a gamer that would provide the same satisfaction for a woman who just received a diamond necklace. The suit of armor is shiny and protects the player from opponents in the virtual world. The necklace is also shiny and makes the woman feel better about herself. That is its only purpose. Even though the necklace is a tangible object, both it and the suit of armor only reinforce an idea.

Unlike mice, humans need something more stimulating than being rewarded with food. If the object of a game was to click a mouse and receive random rewards at different intervals, we would quickly move on. We need a long term goal to keep us motivated. Most games are designed to give the players rewards at a very fast rate and then become slower as the game progresses. Research shows that gamers play at a more frantic pace as they become closer to completing a level.

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