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Compulsion loop

Habitual chain of human activities

  • 6 min read
  • 3 chapters

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Through Habit, Motivation and Reinforcement

Compulsion loops are deliberately used in video game design as an extrinsic motivation for players, but may also result from other activities that create such loops, intentionally or not, such as gambling addiction and Internet addiction disorder.

Basis

The understanding of the motivations of compulsion loops came out of experiments performed on laboratory animals in operant conditioning chamber or a "Skinner box", where the animals are given both positive and negative stimuli for performing certain actions, such as providing food by pressing a lever. Besides demonstrating that animals would prefer positive rewards and thus learned to trigger the corresponding lever, B. F. Skinner found that the effects of random rewards and variable time between awards also became a factor towards how quickly the animals learned the rules of the positive reinforcement system. Ongoing research has shown that dopamine, synthesized in the animal brain, is a key neurotransmitter involved in this process; disabling the ability for receptors to react to dopamine in animal studies can impact how rapidly the animals can be conditioned.

Applying these principles to gaming, a compulsion loop creates a three-part cycle: the anticipation of receiving some reward, the activity that must be completed to receive that reward, and the act of finally obtaining the reward. From a neuroscience aspect, it is believed that the anticipation phase is where dopamine is created by the human brain, while it is released upon obtaining the reward. Dopamine creates feelings of pleasure in the brain and drives motivation, and while the neurotransmitter itself is not addictive, can lead to addictive behavior as the user desires to experience the further dopamine release.

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