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It's been a while since I read it, but this formulation really reminds me of this article:
http://www.gamasutra.com/features/20010427/hopson_01.htm

Now, its not surprising that a formulation of grip should sound similar to behavioural psych reward schedules, but have you considered a correlation? I suppose without empirical data you can't strictly correlate, but only compare...maybe someone academic has done it?

Thanks for this article. As an angry/compelling "gripper", I have little understanding of the motivation of MMORPG players who are constantly grinding.

"which helps explain why some (but by no means all) cRPG players lose interest when the optimal solution to levelling remains the same, thus denying the pleasure of devising a new optimal strategy."

This explaination helps give me some grasp of their motivation. :)

Reward schedules, indeed. Also look to Skinner for the concept of 'free-feeding weight' and controls ensuring indeterminacy and near wins.

Concepts such as grip may be new to gamers and coining them, a source of egoboo and rep rewards. On the other hand, any good fiction writer, TV writer or marketing designer already knows how the games we play work motivationally. As said elsewhere, if you need to study the affects of traffic and spatial distribution on game design, read a lot of theory or simply pick up a book on professional party planning. The latter will get you there faster.

zenBen: you may recall I posted a summary of John Hopson's GDC talk on reward schedules to Only a Game years ago, and the new book (Beyond Game Design) cites this talk as a reference - so yes, this work in adapting Skinner's reward schedules to the videogames design problems was foundational to what I'm doing here.

The distinction is that here I am talking about the neurobiology behind the decision to continue to play - not simply presenting the schedules that reinforce behaviours. Clearly the two are closely related, but I think this is a significantly different perspective on the issue, since the work on indeterminacy is relatively new to the scene. No-one previously has been able to place indeterminacy as a central factor in the addictive quality of games.

Thomas Malaby's paper is also interesting in this regard - he reaches the same conclusion from an anthropological angle.

organic i/o: there are a lot of misconceptions that emerge from these sort of confusions. When you watch the players, you'll find all sorts of situations that intuitively you feel should not be - and yet they are!

Grinding is one of the more interesting ones, since one can be in the grip of a progress structure and bear inconceivably repetitive behaviour with genuine enjoyment.

I'm doing it just this week myself, "horse farming" in Dynasty Warriors 6. It would be mind numbingly dull to many people, repeating the same two levels over and over again (because these are the optimal choices for the exercise). But I don't mind, because riding a horse in a videogame is an inherently pleasing aesthetic experience for me, and having an excuse to do it over and over again is fun for me, in a way that it wouldn't be for everyone. But then, I express Achiever quite strongly, which tilts me towards the grind. :)

len: thanks for commenting - but I think you are wrong to suggest that the concept being presented here isn't new in some respects (while it does of course draw upon some much older studies).

The research on indeterminacy and the brain only begins in earnest in the 2000's, so you must be conflating it with older work, such as Skinner's reward schedules. This is foundational to what I'm presenting here, but there's also a new perspective in this piece.

I also don't believe that "any good fiction writer, TV writer or marketing designer already knows how the games we play work motivationally". Writers of fiction, myself included, learn to write compelling narratives, but they do not actually learn the neurobiology behind this - much of what goes on in this regard is about learning how to structure a compelling narrative, and how to connect emotionally with a reader. It's coarse-grained stuff - it's very different from what I'm presenting here in my opinion.

I appreciate the goal is the same in many ways, but the mechanics are very different. What's interesting to me in this regard is to look at the mechanics of narrative, then to look at the mechanics of game design, and to find ways to combine these techniques effectively. It's what we at ihobo have dubbed "design-integrated narrative", and it's one of our specialities.

As for marketing, well, good marketing is storytelling, and bad marketing is using sex to sell. :p

In the case of the neurobiology of marketing, this is largely about wholly different brain regions - chiefly the association areas (hippocampus) not the pleasure centre. I'll write about this at some point, as it's interesting in its own right.

"if you need to study the affects of traffic and spatial distribution on game design, read a lot of theory or simply pick up a book on professional party planning. The latter will get you there faster."

Ooh, tip! Do you have a specific title to suggest? I'm very interested in this, and also theme park layout design, but there are no books on the latter that I can find. (Desperate for a lead in this regard!). Any specific tip you might have for a book on the subject of professional party planning would be extremely welcome!

Best wishes!

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