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		<title>Compulsion loop is withdrawal-driven</title>
		<link>https://gamewhispering.com/compulsion-loop-withdrawal-driven/</link>
					<comments>https://gamewhispering.com/compulsion-loop-withdrawal-driven/#respond</comments>
		
		<dc:creator><![CDATA[Alexandre Mandryka]]></dc:creator>
		<pubDate>Wed, 10 Aug 2016 16:40:25 +0000</pubDate>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Motivation design]]></category>
		<category><![CDATA[Motivation]]></category>
		<category><![CDATA[Psychology; Reward]]></category>
		<guid isPermaLink="false">https://gamewhispering.com/?p=3721</guid>

					<description><![CDATA[<p>The forces that push us to play just one more turn, or level to obtain a reward can be very strong. This is what we call the compulsion loop. Look into its anatomy.</p>
<p>The post <a href="https://gamewhispering.com/compulsion-loop-withdrawal-driven/">Compulsion loop is withdrawal-driven</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><div class="et_pb_section et_pb_section_0 et_pb_with_background et_section_regular" >
				
				
				
				
				
				
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				<div class="et_pb_video_box"><iframe title="Compulsion Loop is Withdrawal-Driven" width="1080" height="608" src="https://www.youtube.com/embed/lLfpUceuMOg?feature=oembed"  allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>
				
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					<h1 class="entry-title">Compulsion loop is withdrawal-driven</h1>
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				<div class="et_pb_text_inner"><div id="attachment_4017" style="width: 410px" class="wp-caption alignright"><img fetchpriority="high" decoding="async" aria-describedby="caption-attachment-4017" class="wp-image-4017 size-full" src="https://gamewhispering.com/newdesign/wp-content/uploads/Diablo-damage-400.jpg" alt="Diablo compulsion loop" width="400" height="242" srcset="https://gamewhispering.com/newdesign/wp-content/uploads/Diablo-damage-400.jpg 400w, https://gamewhispering.com/newdesign/wp-content/uploads/Diablo-damage-400-300x182.jpg 300w" sizes="(max-width: 400px) 100vw, 400px" /><p id="caption-attachment-4017" class="wp-caption-text">Diablo is the constant race between damage and monster HP.</p></div>
<p style="text-align: justify;"><span class='et-dropcap' style="font-size: 60px; color: #EB6838;">T</span>he forces that push us to play just one more turn, level, or mission, so we can obtain a reward can be very strong. But soon enough, satisfaction wears off and vexation settles in. With it, we are urged to push further to find another prize. This is what we call the compulsion loop.</p>
<p style="text-align: justify;">In games, compulsion is achieved by creating a baseline situation where players perform a rewarding action, then by degrading player tool efficiency while offering clear ways to get back to baseline.</p>
<p style="text-align: justify;">The dip in performance lowers the frequency of rewards and resulting pleasure. Similar to drug withdrawal symptoms, this impacts player mood negatively, creating the need to restore reward schedule. If the game offers a clear way to solve this problem, then a strong motivation emerges, while in the absence of a solution, frustration develops that can lead players to quit.</p>
<p style="text-align: justify;">A frequent implementation is done by modifying numerical strength of opposition compared to player tools, typical example being monsters that increase in stats and now require an upgrade to defeat efficiently. This is why strategy and roleplaying games very commonly feature compulsion loops.</p>
<blockquote><p>Compulsion loop = Decrease player tool efficiency + Offer clear solution + Repeat</p></blockquote>
<p style="text-align: justify;">A great example is the Diablo which always starts players against monsters so weak they get killed in one blow. Very quickly though, enemies get tougher and now can sustain multiple hits. Players are motivated to min-max their character builds to go back to the initial level of efficiency, and nothing feels better than finding a powerful magic item that will put monsters in the one-shot kill zone, even very momentarily.</p>
<h2 style="text-align: justify;">Envy-based compulsion also relies on withdrawal mechanism</h2>
<div id="attachment_4030" style="width: 343px" class="wp-caption alignleft"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-4030" class="size-full wp-image-4030" src="https://gamewhispering.com/newdesign/wp-content/uploads/TracerSkin.jpg" alt="Overwatch compulsion loop" width="333" height="300" srcset="https://gamewhispering.com/newdesign/wp-content/uploads/TracerSkin.jpg 333w, https://gamewhispering.com/newdesign/wp-content/uploads/TracerSkin-300x270.jpg 300w" sizes="(max-width: 333px) 100vw, 333px" /><p id="caption-attachment-4030" class="wp-caption-text">Seeing special skins drives engagement.</p></div>
<p style="text-align: justify;">Another way of creating strong players motivation is to trigger envy by showing a distant reward, generally in another player’s possession. Typical examples range from allowing players to take care of their more advanced friends’ crops in Farmville, seeing replays of high ranked matches in Clash Royale, or coming across someone with rare gear in a multiplayer core game like World of Warcraft or Overwatch.</p>
<p style="text-align: justify;">Exposing players to something they can’t obtain in the short term is going to increase their engagement, but only works if they have enough knowledge of the game actually realize its value, and as such, can only come later in a player experience.</p>
<p style="text-align: justify;">In addition, envy-based compulsion actually relies on the withdrawal mechanism, generally in a social context. Players felt perfectly content with what they had until they came across something they can’t access. This knowledge makes them feel like they are missing something, which in turn triggers engagement.</p>
<p style="text-align: justify;">The decrease of their worth is only <em>perceived</em> based on context, instead of an actual dip of their own level of performance. This makes envy-based compulsion a variant of withdrawal.</p>
<h2 style="text-align: justify;">Compulsion loop in Clash of Clans – Case study</h2>
<p style="text-align: justify;">Like most successful free-to-play games, Clash of Clans has very effective ways to engage players and ensure retention. So let’s analyze one of them, based on the wall breaker upgrade cycle.</p>
<p style="text-align: justify;">Wall breakers are specialized units for destroying enemy walls and breach a perimeter, so we need to compare their strength against wall hit points along the different upgrades levels. The figure below shows the number of wall breakers needed to destroy a wall, at the available upgrade for each town hall level.</p>
<p style="text-align: justify;"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-4036" src="https://gamewhispering.com/newdesign/wp-content/uploads/Compulsion-WBvsWalls.jpg" alt="Compulsion loop Clash of Clans" width="789" height="500" srcset="https://gamewhispering.com/newdesign/wp-content/uploads/Compulsion-WBvsWalls.jpg 789w, https://gamewhispering.com/newdesign/wp-content/uploads/Compulsion-WBvsWalls-300x190.jpg 300w, https://gamewhispering.com/newdesign/wp-content/uploads/Compulsion-WBvsWalls-610x387.jpg 610w" sizes="(max-width: 789px) 100vw, 789px" /></p>
<p style="text-align: justify;">The base level efficiency is set as two wall breakers are needed to destroy walls at town hall level 3, when they are first made available. This ratio is maintained at level 4, establishing a strong habit for players along the first few days they use this unit.</p>
<p style="text-align: justify;">At town hall 5 and 6, wall breakers can’t be upgraded enough to keep up with walls and players now need 3 to breach defenses. The sufficient upgrade is only made available when reaching town hall level 7. You can bet that it is very high on the player&#8217;s upgrade priority list at this point.</p></div>
			</div><div class="et_pb_module et_pb_text et_pb_text_1  et_pb_text_align_left et_pb_bg_layout_light">
				
				
				
				
				<div class="et_pb_text_inner"> <i class="fa fa-hand-o-right" style="color: #eb6838; font-size: 150%;"></i> Also read: <a href="https://gamewhispering.com/tips-game-balancing/">Tips on game balancing</a> &#8211; Focus on dynamics before setting element statistics. </div>
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				<div class="et_pb_text_inner"><h2>Avoiding the treadmill with gameplay depth</h2>
<div id="attachment_4052" style="width: 350px" class="wp-caption alignright"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-4052" class="size-full wp-image-4052" src="https://gamewhispering.com/newdesign/wp-content/uploads/CoC-BarbarianRush.jpg" alt="Clash of Clan compulsion loop" width="340" height="260" srcset="https://gamewhispering.com/newdesign/wp-content/uploads/CoC-BarbarianRush.jpg 340w, https://gamewhispering.com/newdesign/wp-content/uploads/CoC-BarbarianRush-300x229.jpg 300w" sizes="(max-width: 340px) 100vw, 340px" /><p id="caption-attachment-4052" class="wp-caption-text">Clash of Clans: Basic units dominate early to mid game.</p></div>
<p>While effective for player motivation, the compulsion loop described above can start feeling meaningless. What’s the point of unlocking and researching an upgrade if it leads to a status quo as opposition gets equally stronger?</p>
<p>Many players will simply be attracted by positive reinforcement, and it might be enough for them, but for challenge-driven players, your game can’t only rely on compulsion loops and has to offer depth. Let’s look at how Clash of Clans progression satisfies its “mid-core” target.</p>
<p>As the first attack unit available, barbarians are the bread and butter of offense in the early game. Very strong army compositions rely heavily on them as they can overwhelm defenses at a cheap cost. Their efficiency against walls doesn’t evolve in a similar fashion as wall breakers though as their attack rating gets outpaced by wall hit points.</p>
<p>This is done to introduce other mechanics and units and gradually give them relevance. Spells, flying units and heroes start taking more of a front seat while barbarians need to be mixed into attacker’s strategies to remain useful.</p>
<p>As the game progresses, players have to learn the different strategies introduced, and also understand how to match them to the different types of defenses other players concoct. By increasing the quantity of available options, the challenge of discerning the optimal path becomes more engaging, especially for a challenge-driven audience.</p>
<p>To add depth, it is best to layer easy to understand mechanics that subtly interact with each other, making the behaviour of the whole system difficult to predict. A classic example of this layered structure is Sim City, where basic rules that help or hinder each building growth are clear, but the multiple interactions soon create complex dynamics that are rewarding to anticipate.</p></div>
			</div><div class="et_pb_module et_pb_text et_pb_text_3  et_pb_text_align_left et_pb_bg_layout_light">
				
				
				
				
				<div class="et_pb_text_inner"> <i class="fa fa-hand-o-right" style="color: #eb6838; font-size: 150%;"></i> Also read: <a href="https://gamewhispering.com/pleasure-without-learning-leads-to-addiction/">Pleasure without learning leads to addiction</a> &#8211; The importance of challenging player skill. </div>
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				<div class="et_pb_text_inner"><h2>In conclusion</h2>
<p>By modulating the payoff of rewarding activities, players can be strongly motivated to work to maintain the rate of recompense. While this type of compulsion loop can be very effective to engage players looking for gratification, it will appear meaningless to more educated players interested in developing skill mastery. In that case, it is important to incorporate gameplay depth to sustain long-term engagement.</p>
<p>References:</p>
<ul>
<li class="instapaper_title" data-remote-headline-edit="title" data-remote-headline-promo-headine="Giant time-sucking video games are bad for you and bad for gaming" data-remote-admin-entry-id="10956087"><a href="https://en.wikipedia.org/wiki/Drug_withdrawal" target="_blank">Drug withdrawal</a> &#8211; Wikipedia</li>
<li id="stream_title" class="instapaper_title" data-remote-headline-edit="title" data-remote-headline-promo-headine="Giant time-sucking video games are bad for you and bad for gaming" data-remote-admin-entry-id="10956087"><a href="http://www.theverge.com/2016/3/10/11192046/first-click-time-sucking-video-games-bad-for-you-gaming" target="_blank">First Click: Giant time-sucking video games are bad for you and bad for gaming</a> &#8211; The Verge</li>
<li class="instapaper_title" data-remote-headline-edit="title" data-remote-headline-promo-headine="Giant time-sucking video games are bad for you and bad for gaming" data-remote-admin-entry-id="10956087"><a href="http://quarterview.com/?p=1114" target="_blank">The compulsion loop explained</a> &#8211; Quarterview</li>
<li class="instapaper_title" data-remote-headline-edit="title" data-remote-headline-promo-headine="Giant time-sucking video games are bad for you and bad for gaming" data-remote-admin-entry-id="10956087"><a href="http://clashofclans.wikia.com/wiki/Clash_of_Clans_Wiki" target="_blank">Clash of Clans Wiki</a></li>
</ul></div>
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		<title>Assassin&#8217;s Creed flow, motivation and reward</title>
		<link>https://gamewhispering.com/assassins-creed-flow/</link>
					<comments>https://gamewhispering.com/assassins-creed-flow/#comments</comments>
		
		<dc:creator><![CDATA[Alexandre Mandryka]]></dc:creator>
		<pubDate>Tue, 09 Jun 2015 17:00:55 +0000</pubDate>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Motivation design]]></category>
		<category><![CDATA[System design]]></category>
		<category><![CDATA[Academics]]></category>
		<category><![CDATA[Assassin's Creed]]></category>
		<category><![CDATA[Engagement]]></category>
		<category><![CDATA[Psychology]]></category>
		<category><![CDATA[Youtube]]></category>
		<guid isPermaLink="false">https://gamewhispering.com/?p=2404</guid>

					<description><![CDATA[<p>Why the reach high point system is used in most open-world games since the original Assassin's Creed.</p>
<p>The post <a href="https://gamewhispering.com/assassins-creed-flow/">Assassin&#8217;s Creed flow, motivation and reward</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><div class="et_pb_section et_pb_section_4 et_pb_with_background et_section_regular" >
				
				
				
				
				
				
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					<h1 class="entry-title">Assassin&#8217;s Creed flow, motivation and reward</h1>
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				<div class="et_pb_text_inner"><p style="text-align: justify;"><img loading="lazy" decoding="async" class="wp-image-2415 alignright" src="https://gamewhispering.com/wp-content/uploads/2015/06/AC_LeapOfFaith-300x249.jpg" alt="AC_LeapOfFaith" width="300" height="249" /><span class='et-dropcap' style="font-size: 60px; color: #EB6838;">R</span>ecent Ubisoft games have been observed to share a lot of game mechanics. The formula gradually evolved through the years but took its roots in the first open-world title of the company, Assassin&#8217;s Creed.</p>
<p style="text-align: justify;">The core system of this formula is the <em>Reach high point mechanic</em>, that lets players make Altair climb a tall building, synchronize to unlock all quests in the area, and jump down through a signature <em>Leap of faith</em>.</p>
<p style="text-align: justify;">As I had the chance to participate in its design, I would like to share with you how we got there, and what made the system so successful that it&#8217;s still used in games, 8 years after its debut. As you&#8217;ll see its strength can be analyzed through the lens of biology and psychology.</p>
<p style="text-align: justify;">I believe the strength of this mechanic lies on how strongly it motivates players. This is achieved through proposing a clear objective, and a significant reward that immediately follows challenge completion in a very tight loop. This echoes the conditions for flow stated by Csikszentmihalyi that create maximum engagement when performing tasks. Let&#8217;s deconstruct the different components that make this system so rewarding and efficient.</p>
<p style="text-align: justify;">The first characteristic is that the reward of unlocking nearby quests comes immediately after synchronizing. This creates a strong and apparent link between cause and effect that brings clarity to the system. The direct reaction to the players actions also represents a dopamine-based reward. It is Nature&#8217;s way to motivate us to impact the world around us.</p>
<p style="text-align: justify;"><img loading="lazy" decoding="async" class="wp-image-2424 alignleft" src="https://gamewhispering.com/wp-content/uploads/2015/06/KidElevator-185x300.jpg" alt="KidElevator" width="160" height="255" />Secondly, the fact that multiple quests are unlocked at once increases the pleasure response as it reinforces the player&#8217;s feeling of agency. The bigger the difference between a small action and a big response, the stronger the dopamine release, motivating us to create strong consequences.</p>
<p style="text-align: justify;">The initial design for this system involved talking to characters hidden outside of cities in order to unlock individual quests players had to travel to. These two factors explain why having multiple quests unlocked immediately available creates stronger reward.</p>
<p style="text-align: justify;">The pleasure created by a tight loop with immediate and important reward mimics kids reactions when they press elevator buttons, get the immediate visual and sound feedback and put the whole cab in motion.</p>
<p style="text-align: justify;">Another aspect is the fact that this system grants intrinsic rewards. Instead of extrinsic abstract prize like gold that the player would have to trade in, the player now gets access to more challenge/reward loops. Not only intrinsic rewards are more satisfying, but they also increase a player motivation and engagement with the activity, compared to extrinsic rewards that rather encourage players to exit the current loop, and literally break the flow.</p>
<p>References:</p>
<ol>
<li class="yt watch-title-container">Wikipedia- Flow &#8211; <a href="http://en.wikipedia.org/wiki/Flow_%28psychology%29" target="_blank">link</a></li>
<li>Gamasutra &#8211; Addiction and the Structural Characteristics of MMO Games &#8211; <a href="http://www.gamasutra.com/view/feature/130257/addiction_and_the_structural_.php" target="_blank">link</a></li>
<li><span id="eow-title" class="yt watch-title-container" dir="ltr" title="RSA Animate - Drive: The surprising truth about what motivates us">Youtube &#8211; Drive: The surprising truth about what motivates us &#8211; <a href="https://www.youtube.com/watch?v=u6XAPnuFjJc" target="_blank">link</a></span></li>
</ol></div>
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<p>The post <a href="https://gamewhispering.com/assassins-creed-flow/">Assassin&#8217;s Creed flow, motivation and reward</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2404</post-id>	</item>
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		<title>Zero-Sum Games for Game Design</title>
		<link>https://gamewhispering.com/zero-sum-games-for-game-design/</link>
					<comments>https://gamewhispering.com/zero-sum-games-for-game-design/#comments</comments>
		
		<dc:creator><![CDATA[Alexandre Mandryka]]></dc:creator>
		<pubDate>Wed, 27 Aug 2014 07:30:47 +0000</pubDate>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Motivation design]]></category>
		<category><![CDATA[System design]]></category>
		<guid isPermaLink="false">https://gamewhispering.com/?p=1705</guid>

					<description><![CDATA[<p>Zero-Sum games is a very important concept for game systems as well as rewards, so here is my perspective on it, as well as examples on what it means for game design.</p>
<p>The post <a href="https://gamewhispering.com/zero-sum-games-for-game-design/">Zero-Sum Games for Game Design</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
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										<content:encoded><![CDATA[<p><div class="et_pb_section et_pb_section_8 et_pb_with_background et_section_regular" >
				
				
				
				
				
				
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				<div class="et_pb_text_inner"><p style="text-align: justify;"><span class='et-dropcap' style="font-size: 60px; color: #EB6838;">Z</span>ero-Sum games is a very important concept for game systems as well as rewards, so here is my perspective on it, as well as examples on what it means for game design.</p>
<p style="text-align: justify;">If you want more details on how to balance games, I would point you to this article on <a href="http://www.gamasutra.com/view/feature/131426/designers_notebook_positive_.php">Positive feedback by Ernest Adams</a>, and if you are interested in Game Theory, head to <a href="https://gamewhispering.com/game-theory-and-you/">my article on the topic</a>.</p>
<p style="text-align: justify;">Also, as we reached the 600 subscriber mark for our <a href="https://www.youtube.com/user/gamewhispering">youtube channel</a>, I want to thank you by letting you choose the topic of my next videos! Please write a question you want me to treat next in the comment section.</p></div>
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<p>The post <a href="https://gamewhispering.com/zero-sum-games-for-game-design/">Zero-Sum Games for Game Design</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
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		<title>The difference between Pleasure and Fun</title>
		<link>https://gamewhispering.com/pleasure-and-fun/</link>
					<comments>https://gamewhispering.com/pleasure-and-fun/#respond</comments>
		
		<dc:creator><![CDATA[Alexandre Mandryka]]></dc:creator>
		<pubDate>Thu, 05 Jun 2014 20:18:02 +0000</pubDate>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Motivation design]]></category>
		<category><![CDATA[Academics]]></category>
		<category><![CDATA[Biology]]></category>
		<category><![CDATA[Fun]]></category>
		<category><![CDATA[Psychology]]></category>
		<category><![CDATA[Youtube]]></category>
		<guid isPermaLink="false">https://gamewhispering.com/?p=1353</guid>

					<description><![CDATA[<p>Biology can help us differentiate between pleasure and fun.</p>
<p>The post <a href="https://gamewhispering.com/pleasure-and-fun/">The difference between Pleasure and Fun</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
]]></description>
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					<h1 class="entry-title">The difference between Pleasure and Fun</h1>
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				<div class="et_pb_text_inner"> <span class='et-dropcap' style="font-size: 60px; color: #EB6838;">H</span>ere is my first video exploring fun, and as a first step, I discuss the difference between pleasure, a rather simple biological phenomenon, compared to fun, a complex cognitive mechanism.</p>
<p><iframe loading="lazy" class="youtube-player" width="1080" height="608" src="https://www.youtube.com/embed/U-Muyn4Xtf0?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe></p></div>
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						<div class="et_pb_blurb_description"> My definition of fun: The desired exploration of uncertainty. </div>
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<p>The post <a href="https://gamewhispering.com/pleasure-and-fun/">The difference between Pleasure and Fun</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
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		<title>Fun and uncertainty</title>
		<link>https://gamewhispering.com/fun-and-uncertainty/</link>
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		<dc:creator><![CDATA[Alexandre Mandryka]]></dc:creator>
		<pubDate>Thu, 12 Jul 2012 20:47:23 +0000</pubDate>
				<category><![CDATA[Creative process]]></category>
		<category><![CDATA[Motivation design]]></category>
		<category><![CDATA[Academics]]></category>
		<category><![CDATA[Flow]]></category>
		<category><![CDATA[Fun]]></category>
		<category><![CDATA[Player types]]></category>
		<category><![CDATA[Psychology]]></category>
		<guid isPermaLink="false">https://gamewhispering.com/?p=531</guid>

					<description><![CDATA[<p>My definition of fun: The desired exploration of uncertainty.</p>
<p>The post <a href="https://gamewhispering.com/fun-and-uncertainty/">Fun and uncertainty</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><div class="et_pb_section et_pb_section_16 et_pb_with_background et_section_regular" >
				
				
				
				
				
				
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					<h1 class="entry-title">Fun and uncertainty</h1>
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				<div class="et_pb_text_inner"><p style="text-align: justify;"><img loading="lazy" decoding="async" class="size-full wp-image-533 alignright" title="MarioQuestionMark3D" src="https://gamewhispering.com/wp-content/uploads/2012/07/MarioQuestionMark3D.jpg" alt="" width="158" height="158" /><span class='et-dropcap' style="font-size: 60px; color: #EB6838;">H</span>ave you found the fun yet? is a question we often hear asked to designers. It shows how shallow is our understanding of the craft of games, but also how easily we accept such a vague mandate. Trying to help the fine folks at Relic to develop a better acquaintance with that elusive concept led me to some interesting finding that I want to share with you with the hope that it will make the designer job more focused and that it will help those that manage them provide guidance and evaluate the results.</p>
<p style="text-align: justify;">The first step on that road was when I stumbled upon &#8220;Fun systematically&#8221;, a paper from Alan Dix that recounts his efforts with Masitah Ghazali to explore the boundaries between engagement and fun. They focused on experiences that were neither fun nor engaging &#8211; in the boring zone &#8211; and used the technique of mutation to figure out what ingredient to add to turn a boring experience into a fun one, without it becoming engaging. Their example is the pretty boring activity of waiting for a kettle to boil. Dix found out that adding the surprise effect of a bird that pops up and sings when the kettle boils brings fun to the activity. It actually seemed pretty obvious, uncertainty was the key ingredient.</p>
<div id="attachment_534" style="width: 410px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-534" class="size-full wp-image-534" title="MutationProcess" src="https://gamewhispering.com/wp-content/uploads/2012/07/MutationProcess.jpg" alt="" width="400" height="245" /><p id="caption-attachment-534" class="wp-caption-text">Alan Dix&#8217; mutation process to create fun</p></div>
<p style="text-align: justify;">Surprise would bring playful excitement to an experience. Later on, a report came out of Starcraft 2’s Dustin Browder saying that they had decided to keep the infamous “six-pool” tactic – putting all your resources into the cheapest attack units to quickly overrun your opponent before he can develop – because the uncertainty it brought created a fun experience. That encouraged me to explore the idea of uncertainty as a source of fun and this is how that journey went for me.</p>
<h3>Fun lives in uncertainty</h3>
<p style="text-align: justify;">Let’s first analyze the fun that comes from the great game of Tic-tac-toe. In turn, the game asks players a question: Where do you want to play your mark? The lack of certainty on which move is the best is what creates intense trepidation and fun, at least for young children. Of course there are so few meaningful possibilities that after a few rounds, it is possible to basically decode the whole game and understand the dominant strategy and the optimal counter. Interestingly, the moment you realize the whole game is known and there are no ways to trick or be tricked, the game ceases to be fun and you move on to another activity. One could advocate that you might want to keep playing to enjoy winning over an opponent that hasn’t fully understood game, but I would actually say that this is pleasure that you would be after, and not fun (see <span style="text-decoration: underline;"><a href="https://gamewhispering.com/pleasure-without-learning-leads-to-addiction/">Pleasure without learning leads to addiction</a></span> for more on the distinction). As we will see later on, enjoyment can come from a stable state and one can find pleasurable an easy-going activity, but as it implies learning and development, fun requires an active attitude of seeking and confronting challenge.</p></div>
			</div><div class="et_pb_module et_pb_text et_pb_text_25  et_pb_text_align_left et_pb_bg_layout_light">
				
				
				
				
				<div class="et_pb_text_inner"><p><i class="fa fa-hand-o-right" style="color: #eb6838; font-size: 150%;"></i> Also read: <a href="https://gamewhispering.com/pleasure-without-learning-leads-to-addiction/">Pleasure without learning leads to addiction</a> &#8211; Learning is the distinction between pleasure and fun.</p></div>
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				<div class="et_pb_text_inner"><p style="text-align: justify;">The need for uncertainty is obvious in the case of abstract games with discrete states, but I believe that its appeal also translates into analog activities. Think of the evolution of fun as you learn how to ride a bicycle. The first few strides on a bike are mainly about getting used to the overall experience, everything is new and unknown, the discovery maximum: Speed, inertia, the wind on your face, the different movements and muscles involved &#8230; As soon as you master your ride enough not to be in danger, the experience is fun. Then you start controlling your ride better, and as you do, the excitement starts dropping. This is usually the moment your stab wheels are removed. That new level of complexity renews the experience and you are now enjoying the challenge of balancing your ride. But as you start to master these new conditions and exit the challenging zone, your bicycle stops being a challenge to use, and it starts becoming a boring mean of transportation. As you master its instability, it ceases to represent uncertainty and thus ceases to be fun. As further proof, common behaviors to make it fun again from that stage of mastery can be increasing speed out of your comfort zone, standing on the frame of your bike to make balance harder to control, or breaking abruptly to drift.</p>
<p style="text-align: justify;"><img loading="lazy" decoding="async" class="alignleft size-full wp-image-537" title="MarioDrift" src="https://gamewhispering.com/wp-content/uploads/2012/07/MarioDrift.jpg" alt="" width="202" height="324" />The low level analysis of this phenomenon is an interruption of adherence as a result of a turn. I consider the fun of it to come from the sudden change of behavior of my bike as it starts to skid with a slight incertitude on when the bike will resume adherence and change back to its normal physics. At the atomistic level, there is a sudden change in behavior, with uncertainty on when it will revert back to normal.</p>
<p style="text-align: justify;">Actually, drifting is a perfect illustration of uncertainty applied to platformers like Super Mario Bros., as an expression of inertia. This game is all about controlling your Italian plumber through an obstacle course. There is a main problem though, as the physics of Mario make it hard to control. You don’t reach top speed immediately, you can’t stop on the spot neither, even worse is your airborne control as you try to steer in mid-air. In these conditions, evaluating the speed and timing to perform your jumps across deadly pit is uncertain, which is also why they are fun. The core activity in a game must be challenging if you want it to be fun.</p>
<p style="text-align: justify;">The common adage is that you want controls to be tight, but I would actually advocate that in these precise circumstances, you want them to be loose, enough that they produce consistent but hard to predict results of.</p>
<h3 style="text-align: justify;">Flow is a stationary state, while fun is dynamic</h3>
<p style="text-align: justify;">The idea of balancing challenge and skill is quite reminiscent of Csikszentmihalyi’s theory of Flow, except that this concept is particularly suited to describe a state of total immersion in a given task, leading to optimal and effortless results in its accomplishment. Of course if the subject is actually doing work, then you want him to be in a stable state of balance between the difficulty of his task and his skill level. That way, his concentration is maximal, his perception of time diminishes and he’s likely to go through his assignment quickly and efficiently. On the contrary, for a game experience to be fun, it requires highs and lows in the perception of challenge, as that’s the best way to acknowledge one’s progression in skill and thus alternate between the process of increasing them, and the actual enjoyment of the acquired capacities.</p>
<div id="attachment_570" style="width: 685px" class="wp-caption aligncenter"><a href="https://gamewhispering.com/wp-content/uploads/2012/07/FlowFun.jpg"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-570" class=" wp-image-570 " title="FlowFun" src="https://gamewhispering.com/wp-content/uploads/2012/07/FlowFun.jpg" alt="Click for full size" width="675" height="191" /></a><p id="caption-attachment-570" class="wp-caption-text">Flow (left) is adapted to task completion and thus requires stability, while Fun (right) is in the realm of entertainment and is experienced when on the fringe of comfort.</p></div>
<p style="text-align: justify;">Csikszentmihalyi defines the “flow channel” by the zone where the skills are adapted to the challenge. If we agree that fun is experienced when exploring uncertainty and learning from it, then we need to consider the upper fringe of the flow channel, where anxiety appears, to be the zone where fun can be experienced. As players get at ease under increased challenge, their skills increase and they go back in their comfort zone. They may actually ride the flow channel, enjoying their new acquired mastery. But as this feeling gradually dissipates, they might exit the flow channel by the bottom and enter the boring zone where they don’t feel challenged enough. This is where an adventurous player may then consider upping the ante and go after more complex challenges, or if he feels like it’s not worth the effort or if new accomplishments don’t seem available, the player might decide to quit playing all together. A more competitive player will probably rarely indulge back to the boring zone and seek one challenge after another, but the main idea is that while flow is about remaining in the balance zone, the seeking fun is a more dynamic back and forth that aims at the fringe of the flow channel.</p>
<h3 style="text-align: justify;">The exploration of uncertainty is at the core of all entertainment</h3>
<p style="text-align: justify;">Everyone doesn’t immediately relate to the research of challenge as describing how they seek fun. This is mainly due to the fact that we tend to associate challenge with left-brain activities like math, logic or puzzle-solving while there are many different ways to challenge ourselves and enjoy progression. As Nicole Lazzaro and Richard Bartle explain, there are different reasons why we play games, different ways to enjoy them, which leads to different player types. Let me tag in my personal buddy on that field: French sociologist and philosopher Roger Caillois. In his book “Man, play and games”, he broke down games in four core principles based on what people would seek in them. With chess as its epitome, Agon is about confrontation where you try to overcome a challenge based on your skills. Alea is the characteristic of games that rely on luck, like roulette. Illix comes from activities that would be sought after because they blur the perceptions and create vertigo, like roller-coasters. Finally, Mimicry is the roleplay or imitation of other characters or behaviors. Games can include elements of one or multiple of these categories, but it’s important to realize that they all require uncertainty to function as part of a game.</p>
<div id="attachment_581" style="width: 628px" class="wp-caption aligncenter"><a href="https://gamewhispering.com/wp-content/uploads/2012/07/Caillois4types1.jpg"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-581" class="size-full wp-image-581" title="Caillois4types" src="https://gamewhispering.com/wp-content/uploads/2012/07/Caillois4types1.jpg" alt="" width="618" height="438" /></a><p id="caption-attachment-581" class="wp-caption-text">Roger Caillois’ four core game types</p></div>
<p style="text-align: justify;">Uncertainty about the outcome of a game are obviously required for Agon and Alea-based games. The enjoyment of Illix is intrinsically related to uncertainty through randomness. Even Mimicry requires the uncertainty of challenge to be interesting. Roleplaying yourself or your twin brother won’t be entertaining, and as you increase your acting proficiency, you might want to try roles that are more and more alien to you, similarly to successful actors that go for more risky parts later in their career.</p>
<p style="text-align: justify;">Clearly, in games, it’s the uncertainty that makes the experience fun. A game gives you a problem that has to bear uncertainty in how to solve it whatever the nature of the skills involved. I also believe that the concept of uncertainty being at the core of fun also applies to other forms of entertainment. A good joke for example sets a pattern for your brain to follow, and then tricks you where you weren’t expecting it. As the punch line breaks context, your brain looses traction and spins helplessly before finally “getting it”. Same thing with a story, if everything is clear from the get go, and the plot never twists, you’re in for a pretty blend experience. Instead, most stories actually create expectation of troubled resolution by establishing clearly tense situations that have change and transformation written all over. I don’t know much about writing, but I think that as long as it stays coherent, the more unexpected the resolution, the more entertaining the story.</p>
<h3 style="text-align: justify;">So as a conclusion&#8230;</h3>
<p style="text-align: justify;">Someone recently called fun “boring”, but I think even worse of it. Fun is dangerous. It is dangerous to use as a mandate as it is so undefined that it is bound to lead to hit and miss that generally ends up in endless reworks involving whole teams in devastating time crunches. It needs instead to be analyzed and described as clearly as possible before moving too far into production.</p>
<p style="text-align: justify;">So, understanding the fact that different people might have different motivations to play games I would propose the following statement.</p>
<blockquote>
<p style="text-align: justify;">Fun is the desired exploration of uncertainty.</p>
</blockquote>
<p style="text-align: justify;">We need to offer a type of exploration that will suit our audience, and define what uncertainty will be offered. I admit that it is not much, but I hope it at least helps focussing the discussion and will be the springboard for the next piece where we will analyse how to trace these paths through uncertainty, the creation of gameplay.</p></div>
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				<div class="et_pb_text_inner"><p><i class="fa fa-hand-o-right" style="color: #eb6838; font-size: 150%;"></i> Also read: <a href="https://gamewhispering.com/understanding-gameplay-technique/">Understanding Gameplay &#8211; Part Two: Technique</a> &#8211; How to apply this approach to creating gameplay.</p></div>
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				<div class="et_pb_text_inner"><p>References:</p>
<ol>
<li>Alan Dix and Masitah Ghazali, Fun systematically, <a href="http://www.alandix.com/academic/papers/ECCE-fun-2004/ecce-alan-fun-panel.pdf" target="_blank">link</a></li>
<li>Mihaly Csikszentmihalyi, Flow: The Psychology of Optimal Experience</li>
<li>Nicole Lazzaro, Chasing wonder and the future of engagement, <a href="http://www.slideshare.net/NicoleLazzaro/chasing-wonder-and-the-future-of-engagement" target="_blank">link</a></li>
<li>Richard Bartle, Hearts, clubs, diamonds, spades: Players who suit MUDs, <a href="http://www.mud.co.uk/richard/hcds.htm" target="_blank">link</a></li>
<li>Roger Caillois, Man, play and games</li>
<li>Neils Clark, Fun is boring, <a href="http://www.gamasutra.com/view/feature/173545/fun_is_boring.php" target="_blank">link</a></li>
</ol></div>
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<p>The post <a href="https://gamewhispering.com/fun-and-uncertainty/">Fun and uncertainty</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
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		<title>Pleasure without learning leads to addiction</title>
		<link>https://gamewhispering.com/pleasure-without-learning-leads-to-addiction/</link>
					<comments>https://gamewhispering.com/pleasure-without-learning-leads-to-addiction/#comments</comments>
		
		<dc:creator><![CDATA[Alexandre Mandryka]]></dc:creator>
		<pubDate>Thu, 17 May 2012 01:00:43 +0000</pubDate>
				<category><![CDATA[Motivation design]]></category>
		<category><![CDATA[Academics]]></category>
		<category><![CDATA[Biology]]></category>
		<category><![CDATA[Game design]]></category>
		<category><![CDATA[Personal development]]></category>
		<category><![CDATA[Psychology]]></category>
		<guid isPermaLink="false">https://gamewhispering.com/?p=300</guid>

					<description><![CDATA[<p>Pleasure is a natural motivator to learn, but skipping efforts and growth to focus on gratification can lead to addiction.</p>
<p>The post <a href="https://gamewhispering.com/pleasure-without-learning-leads-to-addiction/">Pleasure without learning leads to addiction</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><div class="et_pb_section et_pb_section_20 et_pb_with_background et_section_regular" >
				
				
				
				
				
				
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					<h1 class="entry-title">Pleasure without learning leads to addiction</h1>
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				<div class="et_pb_text_inner"><p style="text-align: justify;"><img loading="lazy" decoding="async" class="size-full wp-image-3530 alignright" src="https://gamewhispering.com/newdesign/wp-content/uploads/2012/05/dopamine.jpg" alt="Pleasure without learning leads to addiction" width="400" height="300" srcset="https://gamewhispering.com/newdesign/wp-content/uploads/2012/05/dopamine.jpg 400w, https://gamewhispering.com/newdesign/wp-content/uploads/2012/05/dopamine-300x225.jpg 300w" sizes="(max-width: 400px) 100vw, 400px" /><span style="text-align: justify;"><span class='et-dropcap' style="font-size: 60px; color: #EB6838;">O</span>ur industry tends to use many terms without having strong understanding of them. Pleasure, motivation and addiction are generally mixed up and misused despite being central to entertainment. So much so that the generation of pleasure seems to be the main and only objective of many recent games, to the expense of challenge, and that being addictive is often considered a desired trait for a game. Gasp!</span></p>
<p style="text-align: justify;">In this article, I want to use the standpoint of biology to advocate that the key goal of play is personal development, pleasure only being a consequence of it. In addition, I will show that pleasure without learning only creates an empty experience that can be dangerously addictive.</p>
<p style="text-align: justify;">Let&#8217;s first debunk a very common confusion by establishing a distinction between fun and pleasure. Pleasurable experiences like eating a good tasting cake aren&#8217;t necessarily fun. On the other hand, I think we can admit that everything that is fun is pleasurable. It means that fun is a subset of pleasure and that&#8217;s the reason I want to focus on exploring the notion of pleasure.</p>
<p style="text-align: justify;">Pleasure is a positive mental state that is the result of electrical stimulation of certain parts of the brain. That stimulation is typically generated by cell receptors after activation by their neurotransmitters, mainly dopamine and different types of endorphins. The actual biochemistry is irrelevant to us except to know that you can bypass the proper triggers of it and still obtain the stimulation of the pleasure centers. This can be done by using replacement molecules that trigger receptors or amplify the effect of native neurotransmitters. These are actually called psychotropic drugs and affect our central nervous system&#8217;s ability to perceive and compute information. Of course induced altered states like being tipsy or plain drunk might seem like a good source of &#8220;fun&#8221;, but let me hold that thought for now and keep on with the actual discussion on pleasure.</p>
<blockquote>
<p style="text-align: justify;">Pleasure is a positive mental state that is the result of electrical stimulation of certain parts of the brain.</p>
</blockquote>
<p style="text-align: justify;">Since it can be &#8220;forged&#8221;, pleasure on its own has limited value. A famous experiment had monkeys pleasure centers wired so they could activate them at will which led them to constantly push that button and totally ignore to feed themselves, to their ultimate demise. A freely accessible pleasure source can be dangerous and even plain lethal as everything else ceases to represent any interest. This is a good illustration that living beings are complex systems that function in their own environment but are prone to collapse if a modification that they are not adapted to is introduced and that one part of the system gets singled out.</p></div>
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				<div class="et_pb_text_inner"><i class="fa fa-hand-o-right" style="color: #eb6838; font-size: 150%;"></i> Video: <a href="https://gamewhispering.com/pleasure-and-fun/">The difference between pleasure and fun</a> &#8211; The biology of pleasure VS the psychology of fun.</div>
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				<div class="et_pb_text_inner"><p style="text-align: justify;">Now that we&#8217;ve reviewed the mechanisms of pleasure and its limits, let&#8217;s try to discuss the possible role for pleasure. Biology considers pleasure as an adaptation mechanism for evolved animals. All living cells can be modified as they split, due to errors in the replication of their genetic code. This is how different traits appear in species and allow mutated individuals to survive evolutionary pressure. Typically, natural selection is rather a negative type of filtering that eliminates all individuals that can&#8217;t survive a change of conditions like the presence of antibiotics if you are a bacteria, the disappearance of low-hanging leaves if you are an small herbivore, or a giant asteroid hitting your planet if you are an ecosystem-dominating razor-teethed dinosaur. Because of how often unicellular organisms can reproduce and how simple their DNA is, they are way more likely to develop different traits and thus be ready to survive environment changes. More evolved organisms like mammals have to wait for sexual maturity to reproduce and mix their DNA to create offspring. Evolved species DNA is so complex though, that traits are dependent on multiple genes, making new traits way rarer to appear. This is where pleasure comes into play (no pun intended).</p>
<p style="text-align: justify;">As we saw, pleasure can be an absolute motivator, so if an individual&#8217;s brain is wired to give us pleasure in response to a behavior that makes him more fit, this will encourage him to engage in the related activity and help his survival. For example, our brain releases dopamine when we understand something which obviously plays a role in the fact that humans are actually quite smart. Our body generates endorphins after a physical exercise, giving us the post-workout high which motivates us to train again and build more muscle. More interestingly for us, and like most evolved animals, we also trigger pleasure when we play.</p>
<div id="attachment_359" style="width: 632px" class="wp-caption aligncenter"><a href="https://gamewhispering.com/wp-content/uploads/2012/05/Selection.jpg"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-359" class="wp-image-359 " title="Selection" src="https://gamewhispering.com/wp-content/uploads/2012/05/Selection.jpg" alt="" width="622" height="342" /></a><p id="caption-attachment-359" class="wp-caption-text">If pleasure is linked to positive behaviors, it becomes a positive feedback loop for development</p></div>
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<div style="text-align: justify;"><span style="text-align: justify;">In nature, the function of play is to develop oneself. Whether you are a cat or a human, fighting your siblings provides a safe environment for personal development as you can learn while remaining in an abstraction of what a real confrontation would be. One could advocate that playing is motivated by the desire to win and the pleasure that comes from it, but I believe that this is merely a motivating consequence and that the real point and cause of it is personal development. The interest of focusing on the latter is that learning and growing our capacities limits the exercise because it is tiring and requires rest to take effect. Muscular exercise only stimulates the body to build more muscular tissue after the training session, just like a student learning his lessons will mainly retain the information as he rests afterward.</span></div>
<p style="text-align: justify;">It is as if, in nature, the balancing element of pleasure is the effort required to obtain it, thus indicating that the true role of it is to motivate evolved animals to engage in activities that will fulfill their needs. Arguably, humans have needs of different types: Physical, emotional, spiritual, social and intellectual. Video games have historically represented a physical challenge with focus on hand-eye coordination and naturally grew into the intellectual sphere by including strategy and puzzles. With more focus on narrative, they started touching on emotions and spirituality, and with the development of multiplayer we are also expanding to social, giving them a pretty good potential as personal development tools.</p>
<div id="attachment_3533" style="width: 210px" class="wp-caption alignleft"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-3533" class="wp-image-3533 size-full" src="https://gamewhispering.com/newdesign/wp-content/uploads/2012/05/facebook-notifications2.jpg" alt="Facebook notification can be addictive" width="200" height="87" /><p id="caption-attachment-3533" class="wp-caption-text">Conditioning makes our brain fire up with excitement, but is it meaningful?</p></div>
<p style="text-align: justify;">But unless they somehow deliver a learning experience they can become a pleasurable but mind-numbing grind that leaves you feeling empty. That type of game that provides pleasure and can be played without effort and thus without limit, I call addictive. It is the type of entertainment that tricks our body and brain to focus on meaningless glitter and look for the next release of dopamine. Pleasure itself is the only currency promoted and the participants pretty much end up like the monkeys in the aforementioned experiment.</p>
<p style="text-align: justify;">The function of games is not to give us pleasure as this is only the consequence that motivates us to engage in it. Instead, the value of games is to learn, challenge or develop ourselves in situations that real life wouldn&#8217;t allow. If we let ourselves go only after pleasure, we just create a perverted and hedonistic system that doesn&#8217;t provide any benefit and instead establishes such a short and easy loop to pleasure that becomes addictive and ultimately destructive to your body, mind and soul.</p></div>
			</div><div class="et_pb_module et_pb_text et_pb_text_36  et_pb_text_align_left et_pb_bg_layout_light">
				
				
				
				
				<div class="et_pb_text_inner"><i class="fa fa-hand-o-right" style="color: #eb6838; font-size: 150%;"></i> Also read: <a href="https://gamewhispering.com/fun-and-uncertainty/">Fun and uncertainty</a> &#8211; Fun is the exploration of uncertainty, ie learning.</div>
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				<div class="et_pb_text_inner">To my knowledge, biology can&#8217;t really help study fun itself, but as a closing note, I would say that fun is experienced when facing uncertainty and having the opportunity to learn from it. A joke will expose you to a breach in logic or an unexpected outcome that engages your brain as he goes through the gap, and will trigger laughter after you finally decoded it, or &#8220;got it&#8221;. The value of it being that you learn to better understand that given pattern. Similarly, games are fun as they provide a zone of uncertainty to explore and learn from, and lose immediately all their appeal when they are &#8220;solved&#8221; like tic-tac-toe after a couple rounds. The common point here is that fun can only exist in an experience that can be a source of learning or experimenting with the different human needs. Just like novels, movies and valuable entertainment inform you on the author&#8217;s vision on human nature, I think it is our responsibility to identify how we want our games to benefit players and to make sure they gain something through playing.</p>
<p style="text-align: justify;">Some links:</p>
<ul>
<li>The role of pleasure in evolution and how it can be turned into addiction &#8211; <a href="http://www.encognitive.com/node/507" target="_blank" rel="noopener">How cocaine turns users into addicts</a></li>
<li>&#8220;By definition, we are the biological descendants of the tribes who told stories to survive.&#8221; &#8211; <a href="http://www.gamasutra.com/view/feature/130742/into_the_woods_a_practical_guide_.php" target="_blank" rel="noopener">Into the woods: A Practical Guide to the Hero&#8217;s Journey</a></li>
<li>Psychology applied to reward systems &#8211; <a href="http://www.restokin.com/2009/06/a-look-at-the-behavioral-psychology-of-random-loot/" target="_blank" rel="noopener">A look at the behavioral psychology of random loot</a></li>
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