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Loss Aversion and Game Design

Hardcover, 152 pages

English language

Published Feb. 18, 2020 by MIT Press.

ISBN:
978-0-262-04353-3
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OCLC Number:
9421056039

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How game designers can use the psychological phenomenon of loss aversion to shape player experience.

Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an “intensity of feeling” scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design.

Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, …

1 edition

Subjects

  • Video games -- Design
  • Video games -- Psychological aspects
  • Loss aversion
  • Computer games -- Design
  • Computer games -- Psychological aspects