Oct 12, 2014

Why are mobile games so addicting?

Have you ever wondered what compels you to keep playing mobile games like Candy Crush or Clash of Clans (other than the awesome alliteration in their titles)? What makes you continue to play these games consistently for weeks or months (or even years on end, in my Dad’s case), whereas Triple-A games like Assassin’s Creed, Super Mario and GTA sit on the shelf for months after one or two binge sessions?

Let me introduce you to my main man, B.F. Skinner.

Image courtesy of Reynaldo Flores

You mean B.A.M.F. Skinner, right?

Skinner was a pretty cool dude (in psychology. So he'd probably just be a nerd). He's known for a lot of things in psychology. One device he used a lot which might sound familiar is called the Skinner Box. If you clicked and read any of that article and/or know something about psychology (bonus points), the Skinner Box was used by that guy up there to test his theory of operant conditioning.

Operant conditioning is based off of Pavlov's theory (a different dude -- there's a lot of them in psych, sorry) of classical conditioning; it's the experiment where someone teaches a dog to salivate at the sound of a bell. There's no quick way to explain without boring you all to death, so if you're not familiar with the concept, here's a hilarious example of this training technique at work. 

Anyway, operant conditioning is like classical conditioning, but instead of relying on a naturally occurring response (the dog salivating), it's taught through rewards (getting a 1-up) and punishments (losing a life). Skinner liked to call rewards and punishments "reinforcements".

Reinforcement, as put by B.F. Skinner, is “the process of encouraging or establishing a pattern of behavior, especially by encouragement or reward.” The key word here is reward. If I ask my dog to sit and give him a cookie, his sitting is reinforced by the idea that next time, he’ll get a cookie!

--

Let's take a step back for a second and think about mobile games. First thing that might come to mind is this: 

Image courtesy of  bestandroidappsreview

Is this game even still a thing?
That is the #1 app on all mobile markets. Still. Angry Birds is a funny game with decent graphics for a mobile title, and it has good puzzle elements. It also has more people playing it consistently than any other game in the world. This free game is outperforming multi-million dollar titles. 

...Why?

Games like Angry Birds get paid in ad dollars and in-app purchases. They want their players to keep playing their games for a long time. How do they do this?

Developers use this operant conditioning thing to get their players to keep playing. 

I ask my dog to sit and give him a cookie, his sitting is reinforced by the cookie. With games (and people), the process isn’t this simple. 

Game developers want to increase the behavior of you playing the game, so that they can make money. They use a very special reinforcer for your brain to make you subconsciously want to keep playing. The reward they use/manipulate is a chemical is called dopamine.

This bastard.

This little chemical is released in your brain to make you feel pleasure. 

You see, most games have continuous gameplay, allowing you to go through the game at your own pace. As you play, you complete tasks -- like killing enemies, collecting loot, or completing quests -- which results in a release dopamine into your brain to let you know you did something good.

However, as you play, your brain starts to become used to all the dopamine swimming around in there. You essentially start to ‘overdose’ on dopamine. As you continue to play, you get less and less pleasure out of completing the same tasks because your brain becomes habituated to all the dopamine. The game isn't fun anymore. And then it gets thrown behind the TV until you remember months later and wonder "Why didn't I finish beating that game?"

Image courtesy of GameFaqs

Oh yeah, because it sucked. That's why.

Mobile developers were smart. They recognized the burnout that gamers of triple-A titles faced. So they decided to train your brain by manipulating dopamine intake. They use a technique called scheduled reinforcement. It's Skinner's reinforcement but....scheduled.

Usually, a game starts off by allowing you to play the game with relative freedom. Either the levels are very easy, you're allowed a lot of extra lives, or the time penalties are very short. You complete any of these tasks, and BAM! Reinforcement through release of dopamine.

Before your brain becomes habituated with dopamine, they cut you off. Levels become too difficult to complete without multiple attempts, time penalties are longer, or enemies become stronger. Because dopamine is so pleasurable, your brain wants more. But it can no longer achieve those max levels it's used to. The game refuses to allow it.

Your brain is aware of when it's allowed to get that dopamine again. You soon begin to check your game at regular intervals for your reward of sweet, sweet dopamine.You've learned through reinforcement to continue to play the game. You're trapped.

Thankfully, you’re not trapped forever. Many people can stop playing these games, but only after the developers have gotten ad revenue and money from in-app purchases.

It can be extremely addicting. I’ve been playing How To Train Your Dragon on my phone for…oh, six months now? At least I have those Titan Dragons.



Thanks a lot, Skinner.


6 comments:

  1. I have always noticed that mobile games have annoyingly limited the amount of time and duration that players are able to spend with a game, but I had not considered why. The concept of scheduled reinforcement that you presented is interesting as it is indeed capable of extending the interest a person has in a subject or game. This aspect is certainly key in mobile gaming as they are dependent on the player's desperation to continue their session or progress, allowing for microtransactions that increase playtime or skip especially difficult segments. Developers are counting on the player's continued utilization of microtransactions that are determined by interest in a game that may eventually add up to more than the retail price of a triple A game.

    ReplyDelete
    Replies
    1. Thanks for the comment!

      I was turned off by mobile games when they were first getting big in the marketplace because EVERY game relied on this mechanic. They're (arguably) getting better, but when you're used to traditional formats, it can be really frustrating.

      Especially when you begin to realize what's happening!

      Delete
  2. This was a really interesting read. I have heard of this before, but your explanation was outstanding. I notice this in other platforms too. I am an Xbox guy, so I have been exposed to the idea of achievements for some time. I can beat a game, but I will keep playing to try and get those pesky achievements. Just like your example, these achievement give me a mental reward compelling me to return for more. If I put down the game for a few days I break the cycle, and may never come back again. That actually happened with Watchdogs. I played a ton for a few weeks, but when I took a break I broke the cycle and haven't played since. The same thing happened when I picked up Red Dead Redemption, which came out about the same time as Angry Birds. I found myself playing Angry Birds more than my $50 game, it only lasted a little while because Red Dead was pretty awesome, but I definitely noticed the phenomenon.

    ReplyDelete
    Replies
    1. Thanks for the comment, Patrick!

      Your comment motivated me to look into the psychology behind achievements in games. You'd be surprised how different traditional achievements and the design behind mobile games are. They have similar elements, such as the Skinner Box, but many differences as well. I won't give too much away here :)

      Delete
  3. Now that I see the psychology behind it, the games on my phone don't seem as interesting lol. I really enjoyed reading about the Skinner Box method. My mother in law is addicted to playing Candy Crush. She plays it so much that her and dad have fights over how she doesn't spend enough time with him when he gets home. It's crazy to see how a little bit of psychological training can become the reason a couple fights. I admit, I have fallen into games like Temple Run or even Candy Crush. My only problem was that I got frustrated with Candy Crush because of how difficult the levels would get. I got so mad that I deleted the program from my phone! lol. I think I will stick to my Nintendo, Xbox, and play Station games. I know that burn out feeling and it sucks but I'd rather take a break from gaming and get back to real life than be addicted to a game and lose sight of what is really important. This blog has such an awesome design to it! I love the original Nintendo controller being used in the header. Kudos man! Your blog rocks =)

    ReplyDelete
    Replies
    1. Thanks for the comment, Nicole!

      The level design for Candy Crush fits this model exactly. Usually, games will scale the difficulty to ease the player into a game. Developers want you to continue playing, and want you to feel accomplished.

      With mobile games, however, they are more motivated by sustained play over a long time and in-app purchases. The sharp curve is due to maintaining scheduled reinforcement, as well as motivating the player to make purchases to help with their progress.

      I still play mobile games! They're a very good waste of time when waiting in line somewhere. It's still nice to be aware of what's going on, so as not to be manipulated into making purchases.

      Delete