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PSY 355 Psychology & Media in the Digital Age

This page was last modified on Sept. 21, 2024
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Class 11: Synopsis & Psychological Aspects of Alter's (2017) Irresistible, Chs. 4-9

Chap. 4: “Goals”

  • Goals serve to motivate people although once reached people look for new goals
  • Some goals in the digital world are anti-productive, e.g., making sure that all of your emails are read and responded to.
  • One can approach goal-setting either by focusing upon long-term goals or paying attention to daily tasks that lead to those long-term goals.
  • Sometimes in the digital world we lose track of what our real goals are and continue to use the digital devices even though they are keeping us from what we want.

Questions: Using Maslow's "hierarchy of needs" as a guide, what goals do you (or others) have in using digital media? Are these short or long-term goals?


Chap. 5: “Feedback”

  • We are attracted to rewards from childhood onward.  For example, not only do little kids press buttons on an elevator, but adults do too even when they don’t actually do anything.
  • We look for results from what we do (that is, “feedback”). On Facebook, we can’t know if anyone will give us a “like” for a posting, but when we do get such feedback, we are rewarded in a way similar to winning at gambling.
  • Almost winning in slotsIn real casinos on slot machines, there are algorithms that allow the machine to sense when the player is getting less likely to play. The machine will then give the player a “win” to encourage them to gamble more. In various online games, players will get a similar kind of unexpected “win” in order to keep playing.
  •  One of the most perilous psychological factors in any kind of gambling or otherwise spending time/money, etc. is the notion of “almost winning.” In a slot machine, it is more likely that a player will receive a series of responses that are only one response away from winning (e.g., four hearts and a single diamond). Rather than thinking that they have lost, the player thinks, “Well, I almost won” and continues to play.

Question: Have you ever continued doing something because you said to yourself "well, I almost succeeded? How long would you commit yourself to doing something if you kept missing your goal?


Chap. 6: “Progress”

  • Games online are often designed to hook the players by creating situations in which the player can advance if they are willing to spend just a bit more money or credits or whatever currency the game requires.
  • Often online games are tested to be sure that they are easy enough for almost anyone to engage in using them. With the onset of mobile devices such as smart phones, designers make sure that their game or app well fits on the screen of the device.

Question: Have you ever paid something just to get a bit ahead in a game or some other online activity? Have you ever tried to use some app or play some online game and found that it was not clear how to do so?


Chap. 7 “Escalation”

 

·      TetrisExperiments show students are willing to receive electrical shocks rather than be bored. We want to be doing something!


·      Sense of hardship/difficulty is compelling in both gaming and behavioral addictions (BA). Starting off at a comfortable level and, then, gradually increasing how hard the task may be.


·      TETRIS: offers a sense of mastery


·      BA: often come wrapped in a cloak of creation by media user

Question: What does it feel like to be bored? What do you prefer to do rather than be bored?

 

Lev Vygotsky & the ZPD (“Zone of Proximal Development”) & Mihalyi Csizkszentmihalyi: Flow (1990)

ZPD & Flow

·      Ludic loop” = a behavior you keep performing because each time you do so you get a small reward (“ludus” in Latin means “play”)\


·      The power of “near wins” which suggest that you are close to victory (even if you aren’t)


·      Paco Underhill’s research in 1990s about “Stopping Rules” – that often unconscious prompt which gets you to end doing something.

o   In many BA apps, there are no stopping rules. We continue to want to perform a behavior even in the absence of any clear reward.


o   Credit cards as examples of so little feedback (e.g., you don’t know the balance of what you owe) that individuals keep using them even when they are in deep debt.


Chap. 8: "Cliffhangers"


Incomplete
                  puzzleBluma Zeigarnik (1900-1998). Psychologist in the Soviet Union

  • The Zeigarnik Effect = incomplete experiences (things we do not end) or objects tend to occupy our minds and attention far more than those which are completed.

Examples

  • NPR 2014 October 12 part podcast: “Serial” keeps listeners guessing
  • HBO 2015 serial documentaries: The Jinx (on murderer Robert Durst) and Making a Murderer (Steven Avery)
  • The last (86th) episode of The Sopranos on HBO offers no clear ending to what happened to Tony Soprano. The screen simply goes dark.

Unpredictable rewards (= cliffhangers) are powerfully motivating.

  • Research with dopamine argues that it is the unpredictability that is most likely to evoke the release of dopamine. Anything that is surprising or novel will lead to the release of dopamine while experiences that are repetitive and offer nothing new tend not to cause the release of dopamine.

  • Compulsive shopping online and flash sales, e.g., GILT website (chimes announcing new sale) = unpredictability

  • Binge TV episode viewing on Netflix or another streaming media service
    • 2012 (August) with “Post Play” in which viewer has to positively decide NOT to watch the next episode which loads automatically
    • 2013: 61% American adults engaged in 2-6 episode/sitting TV bingeing.
  • "Opt out” strategies are less likely to be used rather than “opt in” – e.g., organ donation

Question: What experience do you have with "cliffhangers" -- that is, are there media series in which you kept coming back in order to find out what finally happens (think: Survivor)?

Chap. 9: "Social Interaction"

Hipstermatic (2010; an app that failed) vs. Instagram (2011; an app that was widely successful)

  • Instagram is free to download rather than pay
  • Instagram: Posting to a dedicated social network of other viewers which generates likes, etc.

Personal self worth is key issue for human beings and receiving social feedback is wired into us

  • We are very sensitive to negative feedback from others. It stings.
  • Pressure to present ourselves as “perfect” and receive social approval
  • How many social media apps solicit either "likes" and "dislikes" or comments from those who view our postings?

Group membership is an evolutionarily conserved force in human life where we depend upon the social confirmation of others = human beings are highly social beings who generally need to belong to and be accepted by groups.

  • MUDs (Multi-User Dungeons)

  • MMO (Massively Multiplayer Online) gaming such as World of Warfare (WoW)

  • Such games promote online “friendships” with those with whom you play

Hooked On Games Book CoverAndrew Doan (2012) Hooked on Games: The Lure and Cost of Video Game and Internet Addiction.

What do all successful video games share in common?

  • Immersive Experience
  • Gamer feels sense of achievement: meets obstacles, advances to new levels, etc.
  • Social connection with other gamers

What does Doan claim?

  • OL (online) friendships are different than friendships IRL (in real life)
  • The capacity for friendship develops over time during childhood and shapes the brain in so doing
  • When deprived of the chance of FTF (face-to-face) interactions during the critical period of development, children develop “emotional amblyopia” – i.e., major difficulty in functioning as a friend IRL compared to OL.

Question: Have you ever been hurt by some sort of feedback online, or have you ever been made happy by the feedback that you got for something you did or said online?




Discussion of Alter's irresistible

Six Principles for Engineering Behavioral Addictions (BAs) in Digital Devices and Apps

1. Set goals that can create a sense of “flow” so that users of the app or device expend greater effort and motivation.

2. Provide constant feedback that makes the users want more of the stimuli (lights, sounds, “likes” are all examples of feedback people enjoy.

3. Make sure that users can progress in the game or app (rather than losing) so that they remain engaged in what they are playing or doing.
psy355.11.irresistible.html
4. By balancing the difficulty level with the chance of the user to succeed, apps and games are engineered to allow achievement (a personal sense of “mastery”) while the app or game steadily raises the stakes to keep the user actively engaged.

5. Use “cliffhangers” -- that is, unexpected reward or some turn of events that the user wasn’t expecting.

6. Make the app or device or site social: people generally crave interaction with others and by sharing in a level of interaction (in a game, among posters to a social media site, etc.) users are rewarded.



Look over these six principles for engineering BAs in the digital world.
  • Which of these have you experienced personally?
  • What personal examples can you give for any of these principles in your own interaction with digital media?


Reference

Wilson, T. D., Reinhard, D. A., Westgate, E. C., Gilbert, D. T., Ellebreck, N., Hahn, C., Brown, C. L., & Shaked, A. (2014). Just think: The challenges of the disengaged mind. Science, 345, 75-77. https://doi.org/10.1126/science.12508










The first version of this page was posted on 3/17/2021