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It’s All Fun and Games Until You Run Out of Coins

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It’s All Fun and Games Until You Run Out of Coins
The first time I meet Katherine, I’m impressed by her poise. She wears her brown ponytail low and loose and radiates a farmhand-next-door vibe. Austin explains to me that she’s an old friend, though…

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Programmed To Be Addictive

Games are designed to be addictive in a ‘gateway drug’ fashion. The ‘free-to-play’ or ‘Freemium’ models entice users to try and as soon as one plays it and is hooked, they ask for a little amount o...

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Behaviour Psychology

Most of these addictive mobile games are casual ones, and raked in $50 billion dollars of annual revenue in 2018 alone, more than what Hollywood’s global revenue was in that year.

Core gamin...

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SIMILAR ARTICLES & IDEAS:

A new disorder

The World Health Organization officially added a new disorder to the section on substance use and addictive behaviors :

The term "addiction"

Addiction can include:

  • Addiction as a moral transgression, like excessive drinking or drug use.
  • Addiction as a scientific disease, which characterize alcoholism and drug addiction as biological.
  • Colloquial violation, which applies the term to almost any fixation. 

The idea that someone can be addicted to a behavior, as opposed to a substance, remains debatable.

Arguments against gaming addiction

  • Excessive gameplay is a symptom of a larger problem, like anxiety or depression.
  • The fear of possible addiction arrises from moral panic about new technologies, not scientific research or clinical data.
  • Making excessive gaming a disorder can harm the gaming industry by stigmatizing their products. 

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6 Life Lessons From Video Games

6 Life Lessons From Video Games
  1. Sometimes games tempt us to cheat, but winning while cheating is an empty victory.
  2. Many games have secret bonuses and features not explained. To extract the most out of ...

The mindset of a Winner

Serena  Williams comes determined to the court to make it happen. Confidence and believing that you can win are ingredients of the mindset of a champion. You have to work on developing that yo...

Persistence

Serena Williams started playing tennis early on. Back in 2011, she had a major injury that caused her to plummet from being number 1 to 172. In 2013 she gained her rank back.

She decided to persist regardless of her injuries and losses.

Never Giving Up

In 2015 Serena Williams already had 21 Grand Slam titles. She was only 1 title away from scoring 22nd one, which was only done by Steffi Graf. She made it happen by winning Wimbledon 2016. 

Never give up. If someone else is winning, you can do it too. 

Developing mastery

Fun is the experience of developing mastery. When we acquire new skills and recognize valuable patterns, our brains reward us with a shot of pleasurable sensations. 

Games and learning

Games are optimal learning environments:

  • Feedback loops are short, fast and adapted to your skill level.
  • Challenges grow as you develop new skills.
  • Failures are learning opportunities because every time you make a mistake, you get a hint about how you can do better next time.

Boredom and learning

Boredom is what we feel when our brain decides that there's nothing worth learning. It's the brain searching for new information.

And even games become boring at some point because they eventually run out of things to teach you. That's when you stop playing.

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How to Get Motivated

How to Get Motivated

Develop a Routine. Create a series of events that you always perform before doing a specific task.

  • Step 1: Start by doing something so easy that you can't say no to it. 

Sympathy and Empathy

Sympathy and Empathy

Video games had a reputation of being emotionally numbing and brain rotting, but this recent trend towards narrative-centric gaming is now developing a player’s sense of sympathy and empathy...

Mental and Creative Prowess

There are games designed to train and improve brain functionality, logical deduction, pattern recognition, memory, matching, and outside the box thinking.

The interactivity of games is one way to exercise your mind while having fun. That’s important because, like muscles, the brain will atrophy if you don’t work it. 

Leadership and Socialization

It’s possible that gaming enables stereotypically introspective individuals to be more social, ultimately improving social skills.

In the earliest consoles, gaming with friends involved a physical gathering in front of a single TV. Even in today’s online multiplayers, gamers often form groups, communicate over voice and video chat, and can even help train leaders in the case of those who manage the groups. 

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Disease of More

Used in sports to explain why teams who win championships are often ultimately dethroned, not by other, better teams, but by forces from within the organization itself. The players want more: more ...

Our imagined "better"

Regardless of our external circumstances, we live in a constant state of mild-but-not-fully-satisfying happiness. Things are pretty much always fine. But they could also always be better. And that's why most of us live most of our lives constantly chasing our imagined "better".

The hedonic treadmill

It's the constant chasing of pleasure. 

People who are constantly striving for a “better life” end up expending a ton of effort only to end up in the same place.

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Gambler’s Fallacy

Gambler’s Fallacy

The odds are always fifty-fifty. But most of us anticipate better odds, or better luck, after a bad streak, as if now we are due for good luck.

This ‘Gambler’s Fallacy’...

The Biggest Bluff

Maria Konnikova, in her soon to be published book The Biggest Bluff, tells us that Poker is a real game, closer to life as opposed to the modern games which try to ‘game’ our brains’ and exploit its weaknesses.

Poker pushes us out of our comfort zones and illusions and puts us where life is, unpredictable, and always with fifty-fifty odds.

Becoming less lonely

Ventilen, or “friend to one” in Danish, is an organization that helps 15-to-25-year-olds get together twice a week with two or three volunteers. Together, the people in the group play games, make ...

The prevalence of loneliness

Loneliness is becoming an "epidemic" and is associated with illnesses like heart disease, dementia, depression, anxiety, and longevity.

  • One study revealed that 22% of Americans, 23% of Brits, and 9% of Japanese adults said they felt lonely all the time.
  • 40% of people aged 16 - 24 said they were often lonely, according to the BBC.

Coming together

Back in 1999, a support group called Bright Point was formed to fill the need of friends. But when people came together, no one talked. It was only after games were introduced as a catalyst that friendships started forming. Later, making meals and exercising was added successfully.

The program is not without challenges. Many lonely people may feel intimidated and won't attend. But designating a space for gathering and activities is a good step toward tackling loneliness. 

Treating Failure Like a Scientist

When a scientist runs an experiment, there are all sorts of results that could happen: Some are positive and some are negative, but all of them are data points. Each result is a piece of data that ...

Failure as an indicator of worth

Failure feels like an indication of who we are as a person. Failing a test means you’re not smart enough. Failing to get fit means you’re undesirable. Failing in business means you don’t have what it takes. And so on.