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11 years ago
Great post!
As soon as I learned about persuasive UX I recognized several techniques EA is employing in this game. Of course recognizing the ways I was being manipulated didn't stop me from spending 200 donuts on eggs. So far I managed to "win" everything except Shary Bobbins.
For additional reading take a look at Evil by Design by Chris Nodder. 57 persuasive design patterns showcasing how companies manipulate us.
http://evilbydesign.info/
If you have a Lynda.com subscription, check out the Persuasive UX courses by Chris Nodder. Interesting stuff.
http://www.lynda.com/Chris-Nodder/1401548-1.html
As soon as I learned about persuasive UX I recognized several techniques EA is employing in this game. Of course recognizing the ways I was being manipulated didn't stop me from spending 200 donuts on eggs. So far I managed to "win" everything except Shary Bobbins.
- Scarcity and Exclusivity: Trying to be one of the elite who got Shary Bobbins.
Closure/Completing a set: Trying to get all the characters/buildings/decorations in the event.
Breaking Coherence: Using in game currency to stop people from thinking about donuts as real money.
Partial Reinforcement Schedule: In B.F. Skinner's experiments with rats and pigeons, sometimes withholding the reward for a correct behavior led to the animals continuing to exhibit the behavior for longer. Unlike Pavlov's dogs who pretty quickly stopped responding to the bell if no food was given to them, Skinner's rats and pigeons would continue at the task for much longer if they thought there was a vague possibility of a piece of food.
For additional reading take a look at Evil by Design by Chris Nodder. 57 persuasive design patterns showcasing how companies manipulate us.
http://evilbydesign.info/
If you have a Lynda.com subscription, check out the Persuasive UX courses by Chris Nodder. Interesting stuff.
http://www.lynda.com/Chris-Nodder/1401548-1.html
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