Compulsion loop
A compulsion loop or a core loop is a habitual, designed chain of activities that will be repeated to gain a neurochemical reward such as the release of dopamine.[1] Compulsion loops are deliberately used in game design as an extrinsic motivation for players, but may also result from other activities that unintentionally create such loops.
In game design
Compulsion loops can be used as a replacement for game content, especially in grinding and freemium game experience models. The opposite of rewarding predicable, tedious and repetitive tasks are reward action contingency based systems, where players overcome game challenges with clear signals of progress.[2]
Players perform an action, are rewarded, another possibility opens and the cycle repeats.[3] The positive reinforcement effect can be strengthened by adding a variable ratio schedule, where each response has a chance of producing a reward. Another strategy is an avoidance schedule, where the players work to postpone a negative consequence.[4]
A well-known example of a compulsion loop in video games is the Monster Hunter series by Capcom. Players take the role of a monster hunter, using a variety of weapons and armor to slay or trap the creatures. By doing so, they gain monster parts and other loot that can be used to craft new weapons and equipment. The loop presents itself that players use their current equipment to hunt monsters with a given difficulty level that provide parts that can be used to craft improved equipment. This then lets them face more difficult monsters that provide parts for even better gear. This is aided by the random nature of the drops, sometimes requiring players to repeat quests several times to get the right parts.[5][6]
Psychological effects
It is hypothesized that OCD symptoms arise from a compulsion loop and an obsession loop.[7]
Encouraging players to return to the game world can lead to video game addiction.[8] Internet addiction disorder can also result from an compulsion loop created by users in checking email, websites, and social media to see the results of their actions.[9]
References
- ↑ Joseph Kim: The Compulsion Loop Explained, Gamasutra, 03/23/14
- ↑ Brock, Dubbels (2016-11-23). Transforming Gaming and Computer Simulation Technologies across Industries. IGI Global. ISBN 9781522518181.
- ↑ Keith Stuart: My favourite waste of time: why Candy Crush and Angry Birds are so compulsive, The Guardian, 21 May 2014
- ↑ John Hopson: Behavioral Game Design, Gamasutra, April 27, 2001
- ↑ Busby, James (December 2, 2016). "The First Monster Hunters". Kotaku UK. Retrieved June 20, 2017.
- ↑ Stranton, Rich (July 15, 2016). "Monster Hunter Generations review – fantastic beast hunt hits new heights". The Guardian. Retrieved June 20, 2017.
- ↑ Zhang, Zhong-Ming; Zhang, Zhong-Liang; Li, Hong (2010). "Double conflicts model and anxiety ratification therapy hypotheses of obsessive–compulsive disorder" (PDF). Medical Hypotheses. 75 (6): 586–589. ISSN 0306-9877. doi:10.1016/j.mehy.2010.07.039.
- ↑ Mez Breeze: A quiet killer: Why video games are so addictive, TNW, Jan 12, 2013
- ↑ Schwartz, Tony (November 29, 2015). "Addicted to Distraction". The New York Times. Retrieved March 20, 2017.