Sunday, 22 March 2026

ADDICTN X Progress + feedback + rewards are engineered to maximize addiction

 A

Here are 3 clear points from this passage on Progress:


🎮 1. Addictive experiences balance challenge and progress

  • Shigeru Miyamoto designed games (like Super Mario Bros.) to work for both beginners and experts.

  • Players learn by doing, gaining quick early progress without frustration.

  • The best systems:

    • Start easy

    • Gradually increase difficulty

    • Maintain a steady sense of improvement

👉 Point: Addictive systems keep people engaged by making progress feel natural and continuous.


🪤 2. Early “hooks” and loss aversion trap users

  • Experiences often start with a small, attractive win (e.g., Dollar Auction Game).

  • Over time, people become emotionally invested and continue to avoid losing—even when it’s irrational.

  • This is seen in:

    • Auctions

    • Games

    • Gambling-like systems

👉 Point: People stay engaged not to win—but to avoid losing what they’ve already invested.


📈 3. Progress + feedback + rewards are engineered to maximize addiction

  • Games and platforms use:

    • Micro-rewards

    • Timed feedback

    • Data tracking (e.g., optimizing engagement in World of Warcraft)

  • Some systems are predatory by design (e.g., in-app purchases, waiting mechanics).

  • “Beginner’s luck” gives early success, then drives continued effort to recapture it.

👉 Point: Many modern systems are deliberately engineered to maximize engagement using progress, feedback, and psychological tricks.


If you want, I can now combine all your sections into one full thematic summary of the whole chapter—it’s basically building the idea of “how addiction is designed.”

No comments:

Post a Comment