Players

Fanboys

Why do they exist?

Regular

Marketing Games

Games

Cheating

Annonymity

Deindividuation

Self fades

"You can't see me"

Behaviour controlled
by group/environment

Pro-social

Anti-social

Reduced self-monitoring

I can't see me

Social norms don't apply

Social disease

Spreads during social comparison

One cheater increases risk of friends cheating

More abstractions in game == more cheating

Most people cheat in small ways

Social comparisons

Stopped by public shaming

Buying
reinforces opinion

Need to avoid
cognitive dissonance

Difference between:
"What we think" and "What we do"

Want to be part of a group

Traits

Actively ignore that
which they don't agree with

Immersion

Developing Games

Keeping interest

Loot

Super important

Random drops

Random timing

Show user's status in game

Points

Trophies

Achievements

Psychological reactance

Delay making a choice

Hate to loss options

Zeigarnik effect

"Endowed-progress effect"

Pre-occupied with started tasks

Self-determination theory

Relatedness

Autonomy

Competence

Dunning-Kruger effect

Better to be a big fish, in a small pond

Social

Not all comparisons are equal

Difference between 1st and 2nd > 101st 102nd

Compare against friends

Determine how well we are doing

Rich mental model

Change reference point

Technology and design working together

Cues from real world

Avoid loading screens

Encourage prolonged focus

Sales

Consumers love bargains

Scarcity drives sales

Psychological reactance makes people overvalue based on lose

Surprise

"Less is more"

Better to get more of something that less even if we end up with the exact same amount

Anchoring on largest difference

Percentage difference if < 100

Price difference if > 100

Will be used to determine "bargain" value

In-app purchase

Self-control is a finite resource

Timing of when to show
up-sell is super important

Sales better after mentally tough task

Decouple real money from game value

More spending

"Funny money"

Purchase in-game
money in non-even packages

Takes advantage of Zeigarnik effect

Coffee shop loyalty card giving 2 stamps with card

0 is a magic number

People prefer flat rates

People hate to lose, more than like to gain

Social proof

High ratings drive sales

Early reviews super important as they set the tone of future reviews

People want to repay favours

Emotional states can be transferred by shopper to shopper

Avatars

Enclothed cognition

Clothes we wear affect, what we do

Powerful when we get to create our avatar

Proteus Effect

Behave how we expect others to expect as to behave

Powerful for advertising

Social learning

Learning by watching others do

Health benefits

Working memory

Visual acuity

Peripheral vision

Quick decision making

See ourselves doing things

All you can eat

Status-quo effect

Default option commonly accepted

Set default as our preferred option

Everything about the player

Free promos or discount offers?

Skinner box

Can be designed

No consequences

Also called "Spatial-presence"

Example of Micheal's view on revision

Don't assume you don't fall into this category

Free

Even when they pay more overall

App Store

Don't want to admit that
we may have made a mistake

Choice-supportive bias

Choose to ignore new or
conflicting information about our purchase

Makes people react
emotionally rather then logically

Angry due to attacks
on product == attacks on self

Don't want to feel
we made a bad choice

Good to be agreed with

Animal instinct

Entrenched in their views

Lash out emotionally