full transcript

From the Ted Talk by Tom Chatfield: 7 ways games reward the brain

Unscramble the Blue Letters

We also say there's going to be loads of other itmes of varying qualities and levels of excitement. There's going to be a 10 percent cnhace you get a pretty good item. There's going to be a 0.1 percent chance you get an alotlbeusy awesome item. And each of these rewards is carefully calibrated to the item. And also, we say, "Well, how many monsters? Should I have the entire world full of a billion monsters?" No, we want one or two monsters on the serecn at any one time. So I'm drawn on. It's not too easy, not too difficult. So all this is very pufrewol. But we're in virtuality. These aren't real bxoes. So we can do some rather amazing things. We notice, looking at all these people opening boxes, that when plepoe get to about 13 out of 15 pies, their perception shifts, they srtat to get a bit bored, a bit testy. They're not rational about probability. They think this game is unafir. It's not gviing me my last two pies. I'm going to give up. If they're real boxes, there's not much we can do, but in a game we can just say, "Right, well. When you get to 13 pies, you've got 75 percent chance of getting a pie now." Keep you engaged. Look at what people do — asudjt the world to mtach their expectation. Our games don't always do this. And one thing they certainly do at the moment is if you got a 0.1 percent awesome item, they make very sure another one doesn't appear for a certain length of time to keep the value, to keep it special.

Open Cloze

We also say there's going to be loads of other _____ of varying qualities and levels of excitement. There's going to be a 10 percent ______ you get a pretty good item. There's going to be a 0.1 percent chance you get an __________ awesome item. And each of these rewards is carefully calibrated to the item. And also, we say, "Well, how many monsters? Should I have the entire world full of a billion monsters?" No, we want one or two monsters on the ______ at any one time. So I'm drawn on. It's not too easy, not too difficult. So all this is very ________. But we're in virtuality. These aren't real _____. So we can do some rather amazing things. We notice, looking at all these people opening boxes, that when ______ get to about 13 out of 15 pies, their perception shifts, they _____ to get a bit bored, a bit testy. They're not rational about probability. They think this game is ______. It's not ______ me my last two pies. I'm going to give up. If they're real boxes, there's not much we can do, but in a game we can just say, "Right, well. When you get to 13 pies, you've got 75 percent chance of getting a pie now." Keep you engaged. Look at what people do — ______ the world to _____ their expectation. Our games don't always do this. And one thing they certainly do at the moment is if you got a 0.1 percent awesome item, they make very sure another one doesn't appear for a certain length of time to keep the value, to keep it special.

Solution

  1. items
  2. start
  3. match
  4. adjust
  5. absolutely
  6. people
  7. powerful
  8. unfair
  9. giving
  10. boxes
  11. screen
  12. chance

Original Text

We also say there's going to be loads of other items of varying qualities and levels of excitement. There's going to be a 10 percent chance you get a pretty good item. There's going to be a 0.1 percent chance you get an absolutely awesome item. And each of these rewards is carefully calibrated to the item. And also, we say, "Well, how many monsters? Should I have the entire world full of a billion monsters?" No, we want one or two monsters on the screen at any one time. So I'm drawn on. It's not too easy, not too difficult. So all this is very powerful. But we're in virtuality. These aren't real boxes. So we can do some rather amazing things. We notice, looking at all these people opening boxes, that when people get to about 13 out of 15 pies, their perception shifts, they start to get a bit bored, a bit testy. They're not rational about probability. They think this game is unfair. It's not giving me my last two pies. I'm going to give up. If they're real boxes, there's not much we can do, but in a game we can just say, "Right, well. When you get to 13 pies, you've got 75 percent chance of getting a pie now." Keep you engaged. Look at what people do — adjust the world to match their expectation. Our games don't always do this. And one thing they certainly do at the moment is if you got a 0.1 percent awesome item, they make very sure another one doesn't appear for a certain length of time to keep the value, to keep it special.

Frequently Occurring Word Combinations

ngrams of length 2

collocation frequency
video games 3
percent chance 3
billion dollars 2
real dollars 2
million players 2
intense emotional 2
playing games 2
flying beast 2
interesting stuff 2
world today 2
opening boxes 2
game called 2
reward effort 2
video game 2

Important Words

  1. absolutely
  2. adjust
  3. amazing
  4. awesome
  5. billion
  6. bit
  7. bored
  8. boxes
  9. calibrated
  10. carefully
  11. chance
  12. difficult
  13. drawn
  14. easy
  15. engaged
  16. entire
  17. excitement
  18. expectation
  19. full
  20. game
  21. games
  22. give
  23. giving
  24. good
  25. item
  26. items
  27. length
  28. levels
  29. loads
  30. match
  31. moment
  32. monsters
  33. notice
  34. opening
  35. people
  36. percent
  37. perception
  38. pie
  39. pies
  40. powerful
  41. pretty
  42. probability
  43. qualities
  44. rational
  45. real
  46. rewards
  47. screen
  48. shifts
  49. special
  50. start
  51. testy
  52. time
  53. unfair
  54. varying
  55. virtuality
  56. world