posted by:
Wednesday, June 2, 2010 - 04:44

Most Facebook quizzes are made with the Quiz Creator, a web based program distributed by Facebook and designed for simplicity. This brings with it certain limitations. The following report outlines some of the characteristics of the standard facebook quiz, its failings, its successes, and the lessons we can take away from it.

Full report attached below

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posted by: carriejill
Tuesday, May 18, 2010 - 16:17

Interesting research related to cognitive resources. Vividly imagining something (such as eating chocolate) takes away brain power from other tasks.  How might game design (or teaching) harness and optimize cognitive resources?

"Many research studies suggest that mental imagery may be a key component of food cravings -- when people crave a specific food, they have vivid images of that food. Results of one study showed that the strength of participants' cravings was linked to how vividly they imagined the food. Mental imagery (imagining food or anything else) takes up cognitive resources, or brain power. Studies have shown that when subjects are imagining something, they have a hard time completing various cognitive tasks. In one experiment, volunteers who were craving chocolate recalled fewer words and took longer to solve math problems than volunteers who were not craving chocolate. These links between food cravings and mental imagery, along with the findings that mental imagery takes up cognitive resources, may help to explain why food cravings can be so disruptive: As we are imagining a specific food, much of our brain power is focused on that food, and we have a hard time with other tasks."

E. Kemps, M. Tiggemann. A Cognitive Experimental Approach to Understanding and Reducing Food Cravings. Current Directions in Psychological Science, 2010; 19 (2): 86 DOI: 10.1177/0963721410364494

Association for Psychological Science (2010, May 17). The psychology of food cravings. ScienceDaily. Retrieved May 18, 2010, from http://www.sciencedaily.com­ /releases/2010/05/100517172300.htm?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+sciencedaily+%28ScienceDaily%3A+Latest+Science+News%29

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posted by: carriejill
Friday, March 12, 2010 - 04:57

Game designer Chris Hecker notes that data-based metrics and extrinsic rewards like Xbox Live achievements have become increasingly prevalent in game design.

http://www.gamasutra.com/view/news/27646/GDC_Heckers_Nightmare_Scenario_...

"I think we've overcorrected on the metrics side," Hecker observed.

"You want to make an intrinsically interesting game," he said of game designers at large. "[When] you add extrinsic motivators to make your game better, if these studies do apply to games, you're destroying intrinsic motivation to play your game."

"The game industry used to use no metrics whatsoever," he continued. "Everything was gut and by the seat of our pants. Then metrics came around, and [now] we're addicted to metrics. If I change a value of my purple hat, fourteen more people buy it, and we think we're totally in the zone."

Hecker worries that pursuit of extrinsic achievements might interfere with intrinsic motivations.

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posted by: carriejill
Saturday, March 6, 2010 - 18:15

The Psychology Of Games: The Glitcher's Dilemma
Gamasutra March 5
by Jamie Madigan
http://www.gamasutra.com/view/news/27487/The_Psychology_Of_Games_The_Glitchers_Dilemma.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraNews+%28Gamasutra+News%29
Madigan writes about 4 gaming examples of “the prisoners dilemma.”  You and your opponent must each decide whether to cheat or follow social or game rules.  If you cheat and they do not, you win. If they cheat and you do not, they win. If both cheat, there is mayhem. If neither cheats, play is fair.
 

Image

What's really more interesting and useful, though, is to look at what psychology has to show us about when people DON'T choose the purely rational option of abusing a glitch or a winning but boring strategy. Generally, people are more likely to do this when:
- They know they will be playing against their opponents in the future and face retribution
- They expect to interact with their opponents outside the game
- They don't expect to remain anonymous
- They don't know how many games will be played with the same person”

Some players are just griefers out to disrupt the game no matter what.
Some players won't cheat out of a sense of honor.
Some value their ranking on a leaderboard more than a sense
of fair play for any individual match.
But in general, playing with friends or with a consistent group of strangers is most likely to result in fair play.

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posted by: carriejill
Monday, March 1, 2010 - 17:14

Fascinating TED 2010 talk by Daniel Kahneman about our remembering self and
experiencing self. 

http://www.ted.com/talks/daniel_kahneman_the_riddle_of_experience_vs_memory.html

We put more weight on memory than on experience. We do not attend to the same things when we think about life and when we live it.

There are different definitions of happiness for the two selves.

Well being from the perspective of the experiencing self happiness is about being happy in your life, in the moment.

Well being from the perspective of the remembering self is about being happy withyour life.  The remembering self is a storyteller. What we get to keep from our experiences is a story. ENDINGS and peak experiences (whether positive or negative) strongly influence story.

He talks about how we plan our vacation -- do we plan for an ongoing great experience, or do we plan for a great story? The remembering self is the one who makes decisions. We choose between memory experiences. We go on vacation in the service of our remembering self.

We think of our future as anticipated memories.

This has implications for game design, and also for measuring game motivation and experience.  The beginning and end of the gaming experience matter most -- the beginning sets up the expected story. The final round (the ending) sticks with us most...

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posted by: carriejill
Wednesday, February 24, 2010 - 21:36

http://www.measuringusability.com/blog/test-task-sat.php

Jeff Sauro blogs about the difference between measuring performance satistifactin about a jost-completed task versus perception satisfaction about the application in general.

"Post-test perception satisfaction will tell you what users think of your website or application. Task-level performance satisfaction will tell you what to fix to improve overall impressions."

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posted by: carriejill
Thursday, February 11, 2010 - 20:49

Jamie Madigan: Loss Aversion, Achievements, and Trial Conversions

http://www.psychologyofgames.com/2010/01/04/loss-aversion-achievements-a...

Madigan offers game design advice based on a 1981 Tversky & Kahneman article. Game decisions during play often are based on snap judgment risk assessments. The Framing of Decisions and the Psychology of Choice Amos Tversky; Daniel Kahneman Science, Vol. 211, No. 4481. (Jan. 30, 1981), pp. 453-458.
http://links.jstor.org/sici?sici=0036-8075%2819810130%293%3A211%3A4481%3...

Abstract: The psychological principles that govern the perception of decision problems and the evaluation of probabilities and outcomes produce predictable shifts of preference when the same problem is framed in different ways. Reversals of preference are demonstrated in choices regarding monetary outcomes, both hypothetical and real, and in questions pertaining to the loss of human lives. The effects of frames on preferences are compared to the effects of perspectives on perceptual appearance. The dependence of preferences on the formulation of decision problems is a significant concern for the theory of rational choice.

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posted by: carriejill
Thursday, February 11, 2010 - 20:39

In this Gamasutra feature, psychologist Jamie Madigan,jamie@psychologyofgames.com, examines how developers can use time psychology to make games more fun, manipulating player perception of time through the magic of metacognition.
February 11, 2010

http://www.gamasutra.com/view/news/27159/Analysis_Fun_is_Had_When_Your_T...

Madigan proposes that game designers manipulate time -- state a certain duration to set expectations and then end earlier, resulting in a perception that time must have flown so the player must have been having so much fun it seemed to have flown by...

See Madigan's web site about the overlap between psychology and video games: The Psychology of Games, http://www.psychologyofgames.com/

References: Sackett, A., Meyvis, T., Nelson, L., Converse, B. & Sackett, A., (2010). You're Having Fun When Time Flies: The Hedonic Consequences of Subjective Time Progression. Psychological Science, January; Schachter, S. (1971). Emotion, Obesity, and Crime. New York: Academic Press.

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posted by: carriejill
Thursday, January 21, 2010 - 17:50

Want to be a better gamer? Size matters

by Elizabeth Armstrong Moore
cnet news 1/20/2010

http://news.cnet.com/8301-27083_3-10438120-247.html

The size of specific brain regions is predictive of performance and learning rates on this video game"

The researchers used what seems like a variant of regulatory fit. 

"Half of the participants were asked to focus on maximizing their overall score while paying attention to the various components of the game, and half were asked to shift priorities around, improving their skills in one area for a period of time while also maximizing their success at other tasks."

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posted by: carriejill
Thursday, January 7, 2010 - 18:33

Jan 7, 2010 New Scientist article:

http://www.newscientist.com/article/dn18350-your-keyboard-knows-that-its...

"Next time you enter a username and password, think about the rhythm of your typing. Not only can it be used to identify you, it can reveal if you are in a stressful environment..."

Carrie Comment: This may have implications for detecting play style.  What kinds of subtle biometrics can we dectect, perhaps related to flow or anxiety, perhaps during login?  Or something  during game play that is common across games and seemingly trivial yet revealing.

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