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

- items
- start
- match
- adjust
- absolutely
- people
- powerful
- unfair
- giving
- boxes
- screen
- 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

- absolutely
- adjust
- amazing
- awesome
- billion
- bit
- bored
- boxes
- calibrated
- carefully
- chance
- difficult
- drawn
- easy
- engaged
- entire
- excitement
- expectation
- full
- game
- games
- give
- giving
- good
- item
- items
- length
- levels
- loads
- match
- moment
- monsters
- notice
- opening
- people
- percent
- perception
- pie
- pies
- powerful
- pretty
- probability
- qualities
- rational
- real
- rewards
- screen
- shifts
- special
- start
- testy
- time
- unfair
- varying
- virtuality
- world