Fear of Missing Out
People make irrational decisions when they are afraid they might miss out on a big opportunity.
McLelland’s 3 Needs Theory
People have a need for achievement, affiliation and power.
People compare inputs and outputs to others to determine fairness.
A state of full involvement in an activity.
The Experimental Approach
Tackle unknowns through designed experiments and analysis.
People remember and judge experiences based largely on the peak and the last impression.
Tempering expectations to avoid hype and eventual disappointment. Important due to sensitivity to loss.
How advantages can stack over time to yield increasing advantages.
Perception is Reality
For most people, truth is irrelevant. Perception is their reality, no matter how distorted.
Incentives and Unintended Consequences
Incentives can lead to undesirable behavior, and punishments can provide justification for bad behavior.
People expect effort to lead to performance to lead to rewards.
Tuckman’s Stages of Group Development
How group dynamics evolve over time.
New behaviors that evolve organically beyond lower-level characteristics.
How your player characters progressively become more powerful in the game.
A good test for plot design to keep elements from getting too ridiculous.
Timmy, Johnny and Spike
Segmenting your target audience to better understand the breadth of user experiences and wants.
Kill 3 Rats
Avoid repetitive gameplay loops and create dynamic gameplay.
People are more sensitive to losses than gains of similar magnitude.