To clearly understand why games are so addictive, we can learn from two aspects: Let’s first take a look at the official introduction of Honor of Kings: “Honor of Kings” is Tencent’s first 5V5 team fair competition mobile game and a national MOBA mobile game masterpiece!
5V5 King's Canyon, fair battle, restoring the classic MOBA experience; contract battle, five-army showdown, border breakout, etc., bringing fancy combat fun!
Real-time cross-region matching in 10 seconds, compete with friends to score points, and attack the strongest king!
There are a variety of heroes to choose from, including first blood, five kills, super gods, and their strength to crush and harvest everyone!
The enemy is about to arrive on the battlefield. King Summoner, come and gather your friends and prepare for team battles in "Honor of Kings"!
Analyze the characteristics of the game King of Glory, and you may be able to get some inspiration from it: 1. Have a grand goal: attack the strongest king 2. Clear rules All games have a clear and clear set of rules.
When there is a perfect rule, you will find that this thing will work automatically.
3. Feedback system The game uses points, levels, gains, progress bars, etc. to reflect how far away it is from the goal. Many children can't stop playing the game?
Because after the game, there will be timely feedback. When you play the game, rush to the scene and chop someone. Every time you chop, the person will bleed. After being hacked, the equipment will drop. After about dozens of seconds, there will be an equipment.
Come to think of it, in real life it is rare to get immediate feedback for doing one thing. Studying hard every day may require a lot, and you can only get feedback during the exam.
From this perspective, there is a basis for schools to increase test frequency to improve performance.
4. Voluntary participation in the game requires that all game players are willing to accept goals, rules and feedback. This is the basis for establishing the game. A truly excellent game is always voluntary participation by definition, and it is always the result of our free choice.
By moving toward our goals, we gain a sense of power that we are in control.
From a psychological point of view, addiction has a trigger mechanism, which can be understood as four steps: (1) Triggers can generally be divided into: external triggers and internal triggers. Common external triggers include advertising triggers and application recommendations.
Triggers, friend recommendation triggers, etc., internal triggers are easier to understand. I particularly like it in my heart. It is related to my personal growth experience, emotions, environment, etc. I am born to like it.
(2) Action Action is the second stage of the addiction model. According to Dr. Fogg's model, in order to promote a certain behavior, trigger, motivation and ability are all indispensable. There are three main motivations for human behavior: Ability mainly includes time and money.
, physical strength, mental strength, etc. This is not difficult to understand. For example, a primary school student wants to play games, but he has no money. The mobile phone is in the hands of his parents, which blocks the behavior of playing games. (3) Changeable rewards In the field of psychology,
There is a very famous psychologist, he is Skinner.
Skinner, the founder of the new behaviorist learning theory, designed a box with a mechanism. One end of the mechanism was a lever, and the other end was connected to a small hole that released food.
In the box, Skinner also put a little mouse (some say it was a pigeon, let's call it a little mouse).
The little mouse was scurrying around and accidentally pressed the lever, causing the food to fall.
The little mouse didn't know what was going on. Naturally, he didn't know that his action of pressing the lever got food. He just enjoyed the food.
After eating the delicious food, the little mouse seemed very happy and continued to run around.
After a while, it accidentally pressed the lever again, and in the same way, it ate delicious food again.
Rats are also very smart. Under such "training", they also understand that as long as they press the lever, food will be released as a reward.
Skinner then improved the experiment and set up some devices so that the rats would not get a reward every time they pressed the lever, but would get the reward after pressing it three times.
In this case, the rat still pressed the lever happily.
Next, he changed the setting: how many times you press the lever to get a reward is completely random.
As a result, the rats pressed the lever even more frantically.