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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...
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.
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The World Health Organization officially added a new disorder to the section on substance use and addictive behaviors : “
Addiction can include:
The idea that someone can be addicted to a behavior, as opposed to a substance, remains debatable.
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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...
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.
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.
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 are optimal learning environments:
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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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...
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.
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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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 ...
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".
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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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’...
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.
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 ...
Loneliness is becoming an "epidemic" and is associated with illnesses like heart disease, dementia, depression, anxiety, and longevity.
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.
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 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.