This is your brain. This is your brain on Candy Crush.

Delta4Embassy

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Dec 12, 2013
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Reminds me of the episode of Star Trek: TNG where an alien takes over the Enterprise by getting the entire crew (save Wesley and his girlfriend) hooked on a 'simple yet addicitive' videogame. :)

This is what Candy Crush Saga does to your brain | Dana Smith

"First off, it’s simple. The premise of Candy Crush is basic enough for a preschooler – just match three candies of the same colour. Initially, the game allows us to win and pass levels with ease, giving a strong sense of satisfaction. These accomplishments are experienced as mini rewards in our brains, releasing the neurochemical dopamine and tapping into the same neuro-circuitry involved in addiction, reinforcing our actions. Despite its reputation as a pleasure chemical, dopamine also plays a crucial role in learning, cementing our behaviours and training us to continue performing them."

EXACTLY like the Star Trek episode. At one point a crew member shares the scret of success with a dubious Wesley saying something like, "Just let it happen. It wants to go in."

"Steve Sharman, a PhD student in psychology at the University of Cambridge researching gambling addiction, explains that the impression that we are in control of a game is key to its addictive nature and is vital when playing a slot machine, for example. “The illusion of control is a crucial element in the maintenance of gambling addiction … [as it] instills a feeling of skill or control," he says. "There are a number of in-game features [such as the boosters in Candy Crush] that allow players to believe they are affecting the outcome of the game, and in some cases they are, but those instances are rare.”

I approached the game's maker, King Digital Entertainment, for a comment, but the company declined my request for a formal interview. However, in its recent F-1 filing documents King disputes this assertion, claiming that while gambling is a game of chance, its games are casual games that are “easy to learn but hard to master". It believes that Candy Crush is predicated on players reaching a certain level of skill and ability, and that you have to be strategic in how you move the candies around.

Another feature of the game that strongly affects how we respond is the limit on how much we can play at any given time. Candy Crush effectively puts you into "time out" after five losses. This means you can never be completely satiated when playing and always leaves you wanting more. And by not letting you play, the game actually becomes even more rewarding when you are let back into Candyland. This is also how Candy Crush makes its money, letting you buy back into the game if you’re willing to purchase extra lives.

Researchers from Harvard and the University of British Columbia have demonstrated this effect, called hedonic adaptation, in a study using real-life candy bars. Participants were divided into two groups: one was told to abstain from eating chocolate for a week, while the other was given pounds of the stuff and told to go wild. After one week, the participants were brought back into the lab and given a piece of chocolate to savour. "

rest at link
 

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