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by TillE 3710 days ago
It was a tired cliche for describing games even before smartphones existed, but the model for typical mobile game design truly is the Skinner Box. You press a button to get some shiny reward designed to make your brain feel like it accomplished something.

It's a remarkably elaborate ruse to disguise the fact that there really is no "game" underneath all the chrome.

1 comments

More pointedly, it's a way to monetize the dopamine reward. Most modern mobile games, after all, try to induce "fun pain" to get you to buy more turns/levels/clicks etc. There doesn't have to be a "game" -- just the "fun pain", and then a way to settle back into the dopamine bath via paying RL currency. I know I'm preaching to the choir a bit here, but it's important to note that not only is there no "game", but that they know that there's no "game" and that low-energy-with-periodic-bursts-of-reward state is the _point_.