Player Psychology

Understanding how players think, feel, and respond to videogames.

Practice - what you do

Flow State

Flow is a state of complete absorption where challenge matches skill. Mihaly Csikszentmihalyi identified this state across many activities, but videogames are particularly good at inducing it.

When challenge exceeds skill, players feel anxiety. When skill exceeds challenge, players feel boredom. Flow lives in the channel between.

Videogames can dynamically adjust difficulty, pacing, and feedback to keep players in flow. This is part of why they are so engaging.

Motivation

Players are motivated by different things:

  • Intrinsic motivation: Playing because the activity itself is rewarding. The joy of movement, discovery, mastery.
  • Extrinsic motivation: Playing for external rewards. Achievements, unlocks, leaderboards, social recognition.

Neither is better. Most players experience both. But understanding which motivations your videogame serves helps you design more intentionally.

The Tetris Effect

When you play a videogame intensely, it can bleed into your non-play life. You see Tetris shapes when you close your eyes. You think about optimal routes while walking. You dream about the videogame.

This phenomenon, named after Tetris, shows how deeply videogames can embed themselves in cognition. It's a testament to how effectively videogames train patterns of thought and perception.

Feedback Loops

Feedback loops occur when the output of a system becomes input to that system. Videogames are full of them.

Positive Feedback Loops

Amplify change. The rich get richer. A player who is winning gains advantages that help them win more. This creates snowballing, runaway leaders, decisive endings.

Negative Feedback Loops

Dampen change. Pull toward equilibrium. A player who is losing gains advantages (rubber-banding). This keeps competition close, extends play, can feel unfair.

Neither is inherently good or bad. The question is what experience you want to create.

Human Random vs. Computer Random

Humans are bad at perceiving true randomness. A truly random sequence often looks "streaky" to humans, who expect more alternation.

Computer random is mathematically fair. But it can feel unfair to players. Three critical hits in a row is possible and will happen eventually. When it happens to players, they feel cheated.

Many videogames use weighted randomness that feels more fair to humans while sacrificing mathematical purity. This is a design choice, not a bug.

Player Fair vs. Computer Fair

Related: what feels fair to the player is not always what is mathematically fair.

Coyote time (letting players jump slightly after leaving a platform) is not "fair" in a strict sense. The player is jumping from midair. But it feels fair because it matches player intention.

Input buffering (remembering inputs for a grace period) is not "fair" either. But it makes the videogame feel responsive rather than demanding frame-perfect precision.

Good videogame design often prioritizes player-fair over computer-fair. The goal is an experience that feels right, not one that is mathematically pure.

Exercise: Identify the Loops

Pick a competitive videogame (Burnout, Mario Kart, any fighting videogame). Identify:

  • One positive feedback loop (winners get stronger)
  • One negative feedback loop (losers get help)
  • How these loops shape the experience

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