Compulsion Loop
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A compulsion loop or core loop is a
habit A habit (or wont as a humorous and formal term) is a routine of behavior that is repeated regularly and tends to occur subconsciously.
ual chain of activities that will be repeated by the user to cause them to continue the activity. Typically, this loop is designed to create a
neurochemical A neurochemical is a small organic molecule or peptide that participates in neural activity. The science of neurochemistry studies the functions of neurochemicals. Prominent neurochemicals Neurotransmitters and neuromodulators *Glutamate is the ...
reward in the user such as the release of
dopamine Dopamine (DA, a contraction of 3,4-dihydroxyphenethylamine) is a neuromodulatory molecule that plays several important roles in cells. It is an organic compound, organic chemical of the catecholamine and phenethylamine families. Dopamine const ...
. Compulsion loops are deliberately used in
video game design Video game design is the process of designing the content and rules of video games in the pre-production stage and designing the gameplay, environment, storyline and characters in the production stage. Some common video game design subdiscipline ...
as an
extrinsic motivation Motivation is the reason for which humans and other animals initiate, continue, or terminate a behavior at a given time. Motivational states are commonly understood as forces acting within the agent that create a disposition to engage in goal-dire ...
for players, but may also result from other activities that create such loops, intentionally or not, such as
gambling addiction Problem gambling or ludomania is repetitive gambling behavior despite harm and negative consequences. Problem gambling may be diagnosed as a mental disorder according to ''DSM-5'' if certain diagnostic criteria are met. Pathological gambling is ...
and
Internet addiction disorder Problematic internet use or pathological internet use is generally defined as problematic, compulsive use of the internet, that results in significant impairment in an individual's function in various life domains over a prolonged period of time. ...
.


Basis

The understanding of the motivations of compulsion loops came out of experiments performed on laboratory animals in
operant conditioning chamber An operant conditioning chamber (also known as a Skinner box) is a laboratory apparatus used to study animal behavior. The operant conditioning chamber was created by B. F. Skinner while he was a graduate student at Harvard University. The cham ...
or a "Skinner box", where the animals are given both positive and negative stimuli for performing certain actions, such as providing food by pressing a lever. Besides demonstrating that animals would prefer positive rewards and thus learned to trigger the correct lever,
B. F. Skinner Burrhus Frederic Skinner (March 20, 1904 – August 18, 1990) was an American psychologist, behaviorist, author, inventor, and social philosopher. He was a professor of psychology at Harvard University from 1958 until his retirement in 1974. ...
found that the effects of random rewards and variable time between awards also became a factor towards how quickly the animals learned the rules of the
positive reinforcement In behavioral psychology, reinforcement is a consequence applied that will strengthen an organism's future behavior whenever that behavior is preceded by a specific antecedent stimulus. This strengthening effect may be measured as a higher freq ...
system. Ongoing research has shown that
dopamine Dopamine (DA, a contraction of 3,4-dihydroxyphenethylamine) is a neuromodulatory molecule that plays several important roles in cells. It is an organic compound, organic chemical of the catecholamine and phenethylamine families. Dopamine const ...
, synthesized in the animal brain, is a key
neurotransmitter A neurotransmitter is a signaling molecule secreted by a neuron to affect another cell across a synapse. The cell receiving the signal, any main body part or target cell, may be another neuron, but could also be a gland or muscle cell. Neuro ...
involved in this process; disabling the ability for
receptors Receptor may refer to: *Sensory receptor, in physiology, any structure which, on receiving environmental stimuli, produces an informative nerve impulse *Receptor (biochemistry), in biochemistry, a protein molecule that receives and responds to a n ...
to react to dopamine in animal studies can impact how rapidly the animals can be conditioned. Applying these principles to gaming, a compulsion loop creates a three-part cycle: the anticipation of receiving some reward, the activity that must be completed to receive that reward, and the act of finally obtaining the reward. From a neuroscience aspect, it is believed that the anticipation phase is where dopamine is created by the human brain, while it is released upon obtaining the reward. Dopamine creates feelings of pleasure in the brain and drives motivation, and while the neurotransmitter itself is not addictive, can lead to addictive behavior as the user desires to experience the further dopamine release.


In game design

A core or compulsion loop is any repetitive gameplay cycle that is designed to keep the player engaged with the game. Players perform an action, are rewarded, another possibility opens and the cycle repeats. A compulsion loop may be distinguished further from a core loop; while many games have a core loop of activities that a player may repeat over and over again, such as combat within a
role-playing game A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within ...
, a compulsion loop is particularly designed to guide the player into anticipation for the potential reward from specific activities. The compulsion loop can be strengthened by adding a
variable ratio In behavioral psychology, reinforcement is a consequence applied that will strengthen an organism's future behavior whenever that behavior is preceded by a specific antecedent stimulus. This strengthening effect may be measured as a higher freq ...
schedule, where each response has a chance of producing a reward. Another strategy is an avoidance schedule, where the players work to postpone a negative consequence. Without a lack of meaningful reward, the player may eventually no longer engage with the game, causing extinction of the player population for a game. Particularly for
freemium Freemium, a portmanteau of the words "free" and "premium," is a pricing strategy by which a basic product or service is provided free of charge, but money (a premium) is charged for additional features, services, or virtual (online) or physical (o ...
titles, where players can opt to spend real-world money for in-game boosts, extinction is undesirable so the game is designed around a near-perpetual compulsion loop alongside frequent addition of new content. Compulsion loops in video games can be established through several means. One common approach is to show the player a "baseline" for how powerful the player-character could become, such as starting the game in an advanced power state and shortly stripping the character of those advancements and having the player rebuild the character to that state, or to show them a powerful non-player character that their starting character could eventually build towards. Another approach is through the difficulty curve of the game, making enemies stronger as the player-characters advance deeper into the game, and requiring the player to spend time to improve the character whether through new gear, abilities, or the player's own performance to progress. In multiplayer games, players may also be simply driven by envy towards other players that have more powerful characters. Some loops can rely on the concept of
withdrawal Withdrawal means "an act of taking out" and may refer to: * Anchoresis (withdrawal from the world for religious or ethical reasons) * ''Coitus interruptus'' (the withdrawal method) * Drug withdrawal * Social withdrawal * Taking of money from a ban ...
, in that the player may get to a state in the game they are content with, but by some means, the game shows the player a potential of where they could be by improving, and anticipating the player to feel like they are lacking something and will return to engage in the game. A well-known example of a compulsion loop in video games is the ''
Monster Hunter is a Japanese media franchise centered on a series of fantasy-themed action role-playing video games that started with the game ''Monster Hunter'' for the PlayStation 2, released in 2004. Titles have been released across a variety of platforms, ...
'' series by
Capcom is a Japanese video game developer and video game publisher, publisher. It has created a number of List of best-selling video game franchises, multi-million-selling game franchises, with its most commercially successful being ''Resident Evil' ...
. Players take the role of a monster hunter, using a variety of weapons and armor to slay or trap the creatures. By doing so, they gain monster parts and other loot that can be used to craft new weapons and equipment that is typically stronger than their previous gear. The loop presents itself that players use their current equipment to hunt monsters with a given difficulty level that provide parts that can be used to craft improved equipment. This then lets them face more difficult monsters that provide parts for even better gear. This is aided by the random nature of the drops (a variable ratio), sometimes requiring players to repeat quests several times to get the right parts. A compulsion loop may involve two or different gameplay modes that feed each other. For example, in ''
Cult of the Lamb ''Cult of the Lamb'' is a roguelike video game developed by indie developer Massive Monster and published by Devolver Digital. The game was released on 11 August 2022 for macOS, Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, a ...
'', one half of the game is a roguelike hack-n-slash system which the player can use to gather resources, which are then used in the game's other half, a settlement management simulation. By advancing the settlement, the player can unlock more powerful weapons and abilities in the hack-and-slash and reach more difficult areas required to obtain rarer resources needed for further settlement advancement. Another type of compulsion loop are offered through many games in the form of a
loot box In video games, a loot box (also called a loot crate or prize crate) is a consumable virtual item which can be redeemed to receive a randomised selection of further virtual items, or Loot (video gaming), loot, ranging from simple customization ...
or similar term, depending on the game. Loot boxes are earned progressively by continuing to play the game; this may be as a reward for winning a match, purchasable through in-game currency that one earns in game, or through
microtransaction Microtransactions, often abbreviated as mtx, are a business model where users can purchase virtual goods with micropayments. Microtransactions are often used in free-to-play games to provide a revenue source for the developers. While microtransact ...
s with real-world funds. Loot boxes contain a fixed number of randomly chosen in-game items, with at least one guaranteed to be of a higher rarity than the others. For many games, these items are simply customization options for the player's avatar that has no direct impact on gameplay, but they may also include gameplay-related items, or additional in-game currency. Loot boxes work under the psychology principle of variable rate reinforcement, which causes dopamine production at higher rates due to the unpredictable nature of the reward in contrast to fixed rewards. In many games, opening a loot box is accompanied by visuals and audios to heighten the excitement and further this response. Overall, a loot box system can encourage the player to continue to play the game, and potentially spend real-world funds to gain loot boxes immediately. Controversy arose in 2018 around loot boxes with several experts, governments, and concerned citizens fearing that loot boxes could lead to gambling, particularly in youth, and some governments took step to ban loot box practices that involved real-world funds. Compulsion loops can be used as a replacement for game content, especially in
grinding Grind is the cross-sectional shape of a blade. Grind, grinds, or grinding may also refer to: Grinding action * Grinding (abrasive cutting), a method of crafting * Grinding (dance), suggestive club dancing * Grinding (video gaming), repetitive and ...
and freemium game experience models. The opposite of rewarding predictable, tedious and repetitive tasks are reward action contingency based systems, where players overcome game challenges with clear signals of progress.


Psychological effects

Encouraging players to return to the game world can lead to
video game addiction Video game addiction (VGA), also known as gaming disorder or internet gaming disorder, is generally defined as the problematic, compulsive use of video games that results in significant impairment to an individual's ability to function in vario ...
if not careful.
Internet addiction disorder Problematic internet use or pathological internet use is generally defined as problematic, compulsive use of the internet, that results in significant impairment in an individual's function in various life domains over a prolonged period of time. ...
can also result from a compulsion loop created by users in checking email, websites, and social media to see the results of their actions. A further concern related to compulsion loops in video games is a potential for violent video games to lead to violent behavior. While the
American Psychological Association The American Psychological Association (APA) is the largest scientific and professional organization of psychologists in the United States, with over 133,000 members, including scientists, educators, clinicians, consultants, and students. It ha ...
(APA) had asserted in 2019 that there is no direct connection between violent video games and real-world violent behavior, some still fear that compulsion loops in these types of games can help to reinforce violence tendencies.{{cite magazine , url = https://time.com/5647659/no-video-games-dont-cause-mass-shootings-but-the-conversation-shouldnt-end-there/ , title= No, Video Games Don't Cause Mass Shootings. But The Conversation Shouldn't End There , first= Simon , last = Parkin , date = August 8, 2019 , accessdate = February 3, 2020 , magazine =
Time Time is the continued sequence of existence and events that occurs in an apparently irreversible succession from the past, through the present, into the future. It is a component quantity of various measurements used to sequence events, to ...


References

Behaviorism Video game terminology