December 28, 2009
Ever wonder why you get a rush every time you find some new loot in a game, be it a new gun, better armor or a rare drop. A gamer with a PhD in Psychology has attempted to briefly explain the phenomenon, using his own experience as a springboard.
Using his experience in World of Warcraft, but touching on other games such as Torchlight and Borderlands, Jamie Madigan looks at the scientific reasons why our brain goes loopy over loot on his site, The Psychology of Video Games.
According to the article, the culprit is something called dopamine neurons, which are trying to learn and predict the loot drop rules:
But this is only part of what makes loot-based games work so well. The real key is that while dopamine neurons fire once your brain has figured out how to predict an event, they really go nuts when an unexpected, unpredicted gush of dopamine shows up, giving you an even bigger rush. It’s like DUDE! UNEXPECTED HOT POCKET! Again, I’m guessing that this is an evolutionary advantage that causes us to obsess over unexpected pleasures and try to predict them so that we can get more of them.
But we can’t predict the inherently unpredictable. This is how slot machines get you. Your dopamine neurons are trying really hard to learn what precedes a jackpot in terms of what bells, you hear, pictures you see, or even which cocktail waitress last walked by. But in reality, it’s utterly random and by definition can’t be predicted. More rational parts of your brain may understand this, but not the dopamine neurons. They’re stymied, but that doesn’t stop them from flaring up and saying “HEY! THERE’S SOMETHING HERE! KEEP DOING WHAT YOU’RE DOING UNTIL WE FIGURE OUT HOW TO MAKE IT HAPPEN AGAIN!” So you keep playing.
An interesting look at the science that makes gamers compulsive about breaking crates or killing mobs.




Comments
Re: Examining the Psychology of Loot in Games
Just one pretty minor quibble here.
Slot Machines are hardly random nowadays.. .after all they're computer games. They know exactly when they're going to pay off.
Re: Examining the Psychology of Loot in Games
Lol now I know why I get excited seeing men walk by that are sexy & handsome.......same thing for me in a video game......no not as in bling bling on the guy or what he is wearing, but more like what he looks like. Ugh......too bad they are only eye candy......can look but not touch. But in a game its diff. Very interesting topic tho.
"It's better to be hated for who you are, then be loved for who you are not." - Montgomery Gentry
Re: Examining the Psychology of Loot in Games
The nigrostriatal and mesolimbic/mesocortical systems are largely responsible for addiction to drugs in drug dependent populations, so it would be interesting to see if it's the same pathway responsible for "gaming addictions."
Re: Examining the Psychology of Loot in Games
Loot is a basic function of a game without it everything would be based on regenerations or cool downs....*shudders*
Until lobbying is a hanging offense I choose anarchy! CP/IP laws should not effect the daily life of common people! http://zippydsmlee.wordpress.com/
I have a dream, break the chains of copy right oppression! http://zippydsmlee.wordpress.com/2011/12/31/what-is-cigital-disobedience/
Re: Examining the Psychology of Loot in Games
Well, I know I did feel a good amount of joy when I fianlyl got ot use my first suit of Power Armor in Fallout 3, or got my pawso n the Vengeance gatling laser.
Sadly, as much as I hate to be a wet blanket, some will take this as confirmation that game are designed to be addicting.
Re: Examining the Psychology of Loot in Games
yeah and sometimes the armour gets "taken away" first chance I saw to get some I was still relatively ill equiped and weak (no match for 3 guys with power armour let alone a deathclaw) a 3 or so man group of outcasts were fighting a monster ... which I later found out was a deathclaw (yes I know NOW)
I thought YAY if one of the outcasts dies before they kill it I can *THWACK* an outcast gets swatted aside (killed) and thrown down a steep banking (after flying higher and further than anything else Id seen so far) O_o NOOOOOOOO its that strong *another outcast dies easilly* sh*t sh*t sh*t their done for
the last one died quickly after ... can I sneak in there? maybe it will wanderOFFOH SH*T ITS RUNNING THIS WAY (it was pretty far off where I was watching this from) NOOOO now I cant get the armour T_T NOOOO *runs away* T_T dont kill meeeeee ... I got away without incident still without power armour ... oh well I didnt have power armour training anyway but I didnt know that at the time
Re: Examining the Psychology of Loot in Games
Least you didn't score some snazzy power armor only for Casdin to take it away -.-
Re: Examining the Psychology of Loot in Games
the lower level of my megaton house is carpeted (yes literally) with power armour of many kinds
(anyone else collect the lunch boxes for no reason?)
Re: Examining the Psychology of Loot in Games
Loot can be a HUGE factor in enjoyment. When i get a new piece in WoW, especially the big bad tier peices, i'm instantly ready to take that baby for a spin, see how my healing potential (resto shaman) rises and thinking what to get next.
Borderlands follows the loot train in the same vein as Diablo and torchlight, and it's always nice to see that blue or green light pop up showing me there lies an improved way to f some virtual people up.
Revolvers that shoots shotgun shells...awesome, shotguns that shoot rockets, badass...not really practical in the long run, but fun to find none the less.
Re: Examining the Psychology of Loot in Games
Depending on the loot, more is better (currency or one shot items) or better is... better (better class equipment). Especially since the loot comes "free", in comparison to having to buy the loot.
There's an incentive to it too. Let's face it, if the only way to obtain new items was to buy them and the only way to get currency to buy those items was to be paid for "jobs/quests", it would mean a larger number of "jobs/quests" would have to be written to allow for enough currency to be earned to buy the stuff only available in markets/shops. That would mean developers wouldn't have the time to write many medium - long "jobs/quests" because they'd only have time to pour out tons of short ones. Longer length and quality or diverse and short large quantity will keep players around longer.
Nightwng2000
NW2K Software
http://www.facebook.com/nightwing2000
Nightwng2000 is now admin to the group "Parents For Education, Not Legislation" on MySpace as http://groups.myspace.com/pfenl
Re: Examining the Psychology of Loot in Games
Except you're neglecting how easy it'd be to generate both loot and jobs based on templates. It can be done simply, like a typical grind-quest for a random weapon with various bonuses/special effects, or it could be more nuanced, by adding multiple steps to whatever jobs and adding restrictions or other effects to the item.
Re: Examining the Psychology of Loot in Games
I got Torchlight during the steam sell just for the loot sytle gameplay. Awesome game btw.
http://www.magicinkgaming.com/
Re: Examining the Psychology of Loot in Games
As someone who is an absolute sucker for loot in games, I found this interesting. I also like how games like Dungeon Siege 2 can affect you by subverting that by having a treasure chest grow teeth and wipe out your entire team before you can even react! But if you kill the damn Mimic it drops mountains of rare and unique items.
The more loot the better!
--------------------------------------------------
I LIKE the fence. I get 2 groups to laugh at then.
Re: Examining the Psychology of Loot in Games
Ah, that explains why I spent 30+ hours playing Torchlight the last month.
Re: Examining the Psychology of Loot in Games
I bought Torchlight today in Steams holiday sale, looking forward to giving it a try, that and the other dozen games I still haven't touched :-P
--------------------------------------------------
I LIKE the fence. I get 2 groups to laugh at then.