Compulsion Loops & Dopamine in Games and Gamification

Nov. 13, 2017
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This is a presentation I put up together for the Big Gamification Challenge 2018 organised by REACTOR in collaboration with the Anglia Ruskin university , UK To explain how to use Compulsion Loops to produce Dopamine in games and gamified apps I touch multiple subjects

  • Extrinsic vs Intrinsic Motivation and Rewards

  • Challenges and Skills

  • Anticipation, Churn and Retention

Most of the talk is based on my experience of some theories I found works best for game system design. Find the Presentation Slides Here .I also decided to write an article on that talk so here it is :

Compulsion Loops & Dopamine in Games and Gamification

What is Gamification really about?

When you talk about Gamification to people, one word that comes back a lot is "Rewards". Well that's not what Gamification (or Games for that matter) is about! Whaaaat? don't get me wrong here, Rewards ARE important, but that's not what it's about.  It's really all about Dopamine!

Dopamine is a drug produced by the brain. Simply put, it makes people do stuff seeking rewarding outcomes. Its responsible for addiction but also for things like seeking food or shelter.

Compulsion loops come from Behavioral Psychology and can be used to explain how games and Gamification makes the brain produce Dopamine. A compulsion loop is made of 3 steps:

  1. Anticipation

  2. Activity

  3. Reward

compulsionloop

Counter intuitively Dopamine is produced at the first step : Anticipation. If you look at BJ Fogg's Behavior Model anticipation would be the "Trigger" moment when you think about what you will do and its hopefully rewarding outcome.

But first to explain how to create anticipation that generates Dopamine we need to dig a bit deeper into the Rewards and Activities that are anticipated.

REWARDS 

There is a lot to say about rewards and a lot of ongoing research and it would take too much time to go through all of it here. If you want more on that you can find some reference at the bottom of this article. For the sake of simplicity I will divide Rewards into two categories :

  • Extrinsic

  • Intrinsic

When I do something for something else, that "something else" is an Extrinsic motivation to the activity (that's kind of important because a part of the "clusterfuck" surrounding the theoretical discussions on rewards and motivation is due to the confusion between "What" rewards are extrinsic to. Let's just agree that here we are talking about motivations that are extrinsic or intrinsic to the activity and we should be able to talk about what really matters : how does it work?

Intrinsic motivation is when I do something for itself. The thing I do is it's own reward.

Let's look at an example :

Say I am playing a video game because I love the story. Unraveling the story is it's own reward. This is an intrinsic reward. While playing I discover that the game mechanics are actually great and I like the challenge they offer me. Progressively I start playing more and more for the mechanics and less for the story. There is a shift in my motivation. I play the mechanics because I like them. This is still Intrinsic to the activity.

Now Let's imagine that for some reason the game designer tough it would be a good idea to add Achievements to the mechanics to reinforce the wanted behaviors. Every time I succeed at a challenge using the game mechanics I love I get rewarded with an achievement that tells me I'm doing it right. That's nice and I start seeking these achievements. As I keep playing I start doing it more and more for the achievements. I might even start grinding to get them, getting me through mechanics I don't like that much which makes the game designer quite happy.  What is happening is that my motivation is shifting from Intrinsic to Extrinsic. This shift is called the Over justification effect. Where I was doing something for it's own sake I am now doing it for an extrinsic reward. What's important to know is that this is a one way trip. It's easy to steal Intrinsic motivation and shift it to Extrinsic motivation but the other way is much harder. If at that point the game stopped to give me achievements I would probably stop playing... OverJustificationEffect Over-Justification Effect

Intrinsic Motivation is the Unicorn of game design. If you have it in your game or app, protect it ferociously and harness it's power!! Ok... so how do we do that? Glad you asked! Well my friend we will use what's called "Scaffolding" with the Skills and Challenges that are intrinsically motivating in the activity.

ACTIVITY

Ok. Compulsion Loops come from Behavioral Psychology so "activity" is kind of generic. In our case we are talking about games and gamified apps. In this context the activities we are interested in are Challenges.

cloopChallenge

"Challenges" replace "Activity" in Games and Gamification

So what do I mean by Challenges?

Challenges = Skills / Difficulty

Difficulty means how hard it is for the player/user to perform something that requires Skills. That's simple enough right? So what are these skills?

Here's a non- exhaustive list I put together. The core of it comes from my time at Ubisoft Studios. They call it Rational Game Design and there's a nice article on how they use it on Gamasutra : Rational Design : The Core of Rayman Origins. I expanded the list and started to divide it in categories but really each app and game has it's own unique skills and this is just inspiration to find them

PHYSICAL CHALLENGES SKILLS

  • Precision

    • Pointing precisely at a target

    • Ex: Headshot!

  • Measurement

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