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What The Psychology of Video Games Can Teach You About Product Engagement - Jamie Madigan, Author, PsychologyOfGames.com - 2016 Habit Summit

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What The Psychology of Video Games Can Teach You About Product Engagement - Jamie Madigan, Author, PsychologyOfGames.com - 2016 Habit Summit

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Dr. Jamie Madigan is an expert on the psychology of video games and seeks to popularize the knowledge of how various aspects of psychology can be used to understand why games are made the way they are and why players behave as they do.
He is the author of the book, GETTING GAMERS: THE PSYCHOLOGY OF VIDEO GAMES AND THEIR IMPACT ON THE PEOPLE WHO PLAY THEM.
Madigan also writes, podcasts, and lectures on how businesses can incorporate psychological principles into their products.
He is a frequent expert on the psychology of video games and has appeared in The Washington Post, Wired, The Atlantic, the Chicago Tribune, the BBC, The Guardian, and more.

Dr. Jamie Madigan is an expert on the psychology of video games and seeks to popularize the knowledge of how various aspects of psychology can be used to understand why games are made the way they are and why players behave as they do.
He is the author of the book, GETTING GAMERS: THE PSYCHOLOGY OF VIDEO GAMES AND THEIR IMPACT ON THE PEOPLE WHO PLAY THEM.
Madigan also writes, podcasts, and lectures on how businesses can incorporate psychological principles into their products.
He is a frequent expert on the psychology of video games and has appeared in The Washington Post, Wired, The Atlantic, the Chicago Tribune, the BBC, The Guardian, and more.

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What The Psychology of Video Games Can Teach You About Product Engagement - Jamie Madigan, Author, PsychologyOfGames.com - 2016 Habit Summit

  1. 1. Video Game Psychology and Product Engagement Presented at Habit Summit, 2016 Jamie Madigan, Ph.D.
  2. 2. www.psychologyofgames.com
  3. 3. Quests
  4. 4. The Zeigarnik Effect
  5. 5. The Endowed Progress Effect
  6. 6. Things to try… •  Keep track for users •  Endow progress •  Threaten to take things away •  Force choices
  7. 7. Competition
  8. 8. RelatedAttribute Hypothesis
  9. 9. The Frog Pond Effect
  10. 10. The McKayla Is Not Impressed Effect
  11. 11. Not all rungs in a ladder are equally spaced
  12. 12. Things to try… •  Facilitate comparisons to similar others •  Find ways to cut data to put player near top of smaller lists •  Find alternaGves to points and ranks
  13. 13. “Free” To Play
  14. 14. $10 $20
  15. 15. $10 $20
  16. 16. Free is an irrational number
  17. 17. 15¢ 1¢
  18. 18. 14¢ 0¢
  19. 19. Things to try… •  Experiment with free or non-$ opGons •  Contrast them with paid opGons •  Find ways to reduce risk for paid opGons •  Be careful about contrasGng with free
  20. 20. Let me know how it goes… • www.psychologyofgames.com • jamie@psychologyofgames.com • @JamieMadigan on TwiSer

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