Petra Kottsieper Ph.D.
I never thought it could happen to me, until the sister of a
close friend offered me a little taste of it.
Sure I had known about it, seen other people do it, but I thought I was
immune, until that day, that day when I was handed an iPhone and told to play
a game of Candy Crush Saga. Now I find
myself absently staring at my phone, will forgo a new episode of a real life
crime TV show, and sometimes sneak in a game before my first cup of coffee. I
am in need of help, and apparently so are 15.5 million other users who play this
game multiple times a day to reach or crush one of the game’s 385 levels. My hairstylist in level 60, the receptionist on level 90, and one of my girlfriends who I never thought would touch an
iPhone game is in level 30.
If you are not familiar with the game, I suggest you read
this brief article published through ABCNews[i],
which does a great job describing the game and outlines two main reasons why it
is so attractive. The first, the game has tons of
built in social aspects; you can link the game to Facebook, compare your scores
to your friends’ scores, and also get your friends to give you extra chances when you have run out (in lieu of waiting). The second, the game is fun and challenging, exploiting our
natural tendency for pattern recognition in a cute puzzle matching game.
Perhaps what is really most ingenious about this game is that it
is both “ethical” and “unethical.” Apparently the game’s creator King, stated
that the game could be played in it’s entirety at no cost. But in order to do this, you have to be
either really, really good, or you have to have PATIENCE with a capital P,
which is where the “unethical” part comes into play! This is because at each level of the game you
get 5 chances to get it right and if you do not, the game locks you out. Then it gives you the option to a) buy more
levels, b) get them from a friend, if you play the game via Facebook, or c)
WAIT. And it not only makes you wait,
which confused the hell out of me when it happened the first time, but it varies the wait time, sometimes it is 30
minutes, sometimes less, sometimes more.
This can become a minor crisis when it is 12am and you are super close
to finishing a given level. You barely missed it on your last try, and now
what? Do a load of laundry and then
continue? Grade some papers? Play with
the kittens? Go to sleep and try again the next day……….. , right!
What is even worse, when you are ready to move to certain
levels, for example 36 or 51, you cannot.
Some levels have additional barriers built into the game. Now, again, if you do not want to buy yourself
to the next level, or rely on friends for extra chances, you need to play “3
mystery quests”, in order to be able to continue. However, as I recently learned doing this, you
can only play 1 quest PER DAY. Talk
about needing P.A.T.I.E.N.C.E. now!
Apparently there are enough people, who are not willing to or
are unable to wait, and handsome amounts of money are being made on an
ostensibly free game. Which seems fair,
given someone created this game, and keeps developing it; and most things in
life made for our entertainment by other people cost money. However, what is
“unethical “about the game is that the developer so expertly exploits several aspects
of our human condition, including some behavioral principles that we probably
all recognize from our undergrad intro to psych class. (Of course, I am also
open to the interpretation that I am just annoyed that someone is getting rich
on what we psychologist research and teach…….but that is another blog
post.)
Initially, you will most likely be pulled into the game because
humans have an innate need to perceive or see patterns, a basic function of
perception to order, sort, and make sense of incoming stimuli. Once you are playing, learning principles and
possibly some of your personality traits/tendencies start operating on your
behavior. The early levels are not too easy
as to be unchallenging but are still relatively easy. Your interest is kept up, because at each
level some type of learning is involved, given you have to figure out the
specific objective of each level. This requires
some slight variation in your strategy via insight or trial and error learning. When you meet a level, even if you need many
attempts, you are reinforced by your experience of success aka a bit of a rush of
your dopamine system (accompanied by little mini explosions on your screen and
all sorts of other cutesy things). The
dopamine spike occurs, because you are activating your brain’s “pleasure
center” by having met a goal and unlocking another level of the game. In these
situations extra dopamine is your friend, as it will give you pleasure, which
in turn makes you persevere to and through the trials and tribulations of the
next level. I am sure that when a
friend of mine, who was apparently stuck on a level for 3-months (!), finally
succeeded, her dopamine rush, was a bit like the Niagara Falls.
The game also has an element of “chance” and
unpredictability built into it. When you
crush some candy, new candy appears. The
candy’s type and color is variable and seemingly unpredictable, which can make
a big difference to your particular game.
It is the polar opposite from an experience we may have all had: the
refrigerator experience. You open the
fridge, there is no ice cream. You open
it again, still no ice cream, you might open it again, but eventually you stop and resign
yourself that it will not magically appear. Your behavior is extinguished. Not so in candy crush. Here your crushing behavior is sort of
intermittently reinforced on a micro level.
You are merrily (or desperately) crushing away, and every once in a while
the King game god's gives you the right candy you needed just in that situation.
It has been known for a long time that intermittent reinforcement works best
when you have already established a behavior and want to maintain it, in other
words this will keep you crushing away….. pop
and pop and pop.
Levels become progressively more challenging, but now you
have also build skill and hence this game appears to perfectly illustrate the
concept of “flow” first outlined by M. Csikszentmihalyi. What this means for gaming was outlined
nicely on a blog written by Sean Baron in March of 2012, where he noted that
Csikszentmihalyi found that when a person’s “skill is too low and the task too hard, people become anxious.
Alternatively, if the task is too easy and skill too high, people become bored.
However, when skill and difficulty are roughly proportional, people enter Flow
states.”[ii]
Baron went on to outline four conditions that help promote a flow state that
game developers should consider, and consider them they have- in Candy Crush Saga.
But to go back to my original point, flow or rather the
ability to experience flow, is interrupted in this game on purpose at many
different levels. And that brings me to back to the “unethical” part of the
game, except of course I say this in jest, because we all get
manipulated knowingly or unknowingly all the time. So Candy Crush Saga is exploiting our need
for reinforcement, for mastery and for flow….. Is it also addictive in
the true meaning of the word?
How many of you have stayed up until 3am and had to get up
at 6am and were subsequently sleepy and unproductive at your job all day? Have you used the money you were going to buy
a birthday present with to purchase additional games? Oh, you are exaggerating you may say reading
this. You may say, psychologists and
mental health types always have to diagnose everything. After all, buying additional levels in Candy
Crush Saga is “relatively” cheap and therefore can be easily excused, at least
by people who can afford a $5 special coffee several times a week. Spending a dollar here and there is hardly
going to ruin most peoples’ lives.
However, the mechanism underlying
your need to buy the next Candy Crush Saga level instead of waiting , are not all
that dissimilar alas probably less intense and less life shattering than urges
to keep gambling, or even using substances.
It has been found that gaming indeed can be addictive, just as gambling,
sexual activity and internet use. Preliminary research indicates that in
individuals who are addicted to online gaming the same neural substrates are
utilized as in individuals who have a substance abuse addiction (Ko et al.,
2009). Of course, the operative descriptor here is that this study used
individuals with a gaming addiction.
I am absolutely not saying at all that the 15.5 million people are who are
playing candy crush saga several times a day have a gaming additction. What I am saying is that some of them might
be, or might become addicted. I am also
saying that maybe those of us who fall into the non-addicted but definitely
impulse control challenged group should not be so quick to judge people who do become
addicted to certain behaviors, or substances.
We might also want to learn about how we are manipulated and why this
work so well!
Finally, the game can teach us a very important albeit
possibly unintended lesson, which is how much patience we have, and how to
delay our gratification. A whole host of
positive outcomes are associated with our ability to self-regulate and delay
gratification, and maybe therein lies one of the biggest gifts of this game.
But wait, before I go into that, I just gotta cram in one quick game…..------------------------
Note: If you think
you, or a loved one, is addicted to online or other forms of video gaming, please
read this paper for a review and treatment options. Also please contact a
mental health professional, who is qualified in the treatment of these types of
behaviors.
Griffiths, M. D, & Meredith, A. (2009).Videogame
Addiction and its Treatment.Journal of
Contemporary Psychotherapy.http://link.springer.com/article/10.1007/s10879-009-9118-4/fulltext.html
Ko, C.-H. , Liu, G.-H. , Hsiao, S., Yen J.-Y., Yang, M.-J., Lin, W.-C., ….. Chen, C.-S.(2009). Brain activities associated with gaming urge of online gaming addiction. Journal of Psychiatric Research, 43, 739–747.
Ko, C.-H. , Liu, G.-H. , Hsiao, S., Yen J.-Y., Yang, M.-J., Lin, W.-C., ….. Chen, C.-S.(2009). Brain activities associated with gaming urge of online gaming addiction. Journal of Psychiatric Research, 43, 739–747.
Text on a site about mental health: http://ulbra-to.br/encena/2013/08/14/Candy-Crush-Saga-e-o-Vicio-da-Procrastinacao
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