Electronic/World Wide Web>Internet Article:  Jackson, Benjamin (01/24/2012), The Zynga Abyss, The Atlantic, Retrieved on 2012-01-26
  • Source Material [www.theatlantic.com]
  • Folksonomies: technology conditioning time gaming

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    26 JAN 2012

     We Have Finite Time to Spend in Life

    At IndieCade in October 2011, Adam Saltsman, Canabalt's creator, discussed the notion of "time until death." All of us have a finite amount of time on earth, and any time we spend on a particular activity is time that we can't spend doing something else. This means that the time we spend gaming represents most of a game's cost of ownership, far more than any money that we spend. If that time is enjoyable (or rather, if its benefits outweigh its costs), then the game was worth our time. Value...
      1  notes

    When we play games, we should play games that are fun, but also creative and challenging. Easy games are a complete waste of time, like watching TV. Hard games challenge us and make us grow.

    26 JAN 2012

     Games that Turn Humans into Rats in a Skinner Box

    The box also taught us two fundamental lessons, one of which had ramifications that extended far beyond Skinner's experiments. Humans are hardwired to respond to primary reinforcers, just like any other animals. And while primary reinforcers have a diminishing effect once we're satiated, secondary reinforcers, like money or social status, exist outside our biological needs, and these never hit a satiation point. In other words, we are hardwired to seek approval from our peers, and we can neve...
    Folksonomies: life conditioning time gaming
    Folksonomies: life conditioning time gaming
      1  notes

    Games like Farmville and Angry Birds tap into the reward mechanisms in our brains, administering doses of dopamine to us for repetitive tasks.