Tag: Internet

Mental Health Online: Facebook

Everyone, their mum, and their cat has Facebook, or so it can often seem.  As one of the most subscribed-to places online, and perhaps some people’s only online connection, looking at what Facebook has to do with mental health could be important on a large scale.

Simply searching for “Facebook” flags up a New Yorker headline- “How Facebook Makes Us Unhappy”. Narrowing it down to “facebook and mental health” adds BrainBlogger’s  “Facebook is no friend to mental health”, and “7 Ways Facebook is Bad For Your Mental Health, from Psychology Today.

The BrainBlogger and Psychology Today articles were almost uniformly negative, showing research that connects Facebook use to envious friendships, jealous relationships and decreased life satisfaction.

The New Yorker article included its fair share of research on the unhappy consequences of Facebook usage, but also included some optimistic findings. Their best answer was: it depends what people are actually doing on Facebook. People actively using Facebook to keep in contact and engage with loved ones benefit from the social connection. People passively browsing their timelines, however, are often left feeling worse after using Facebook.

Facebook as a mental health resource

If actively participating on Facebook is generally beneficial, does that make Facebook a good resource for people with mental health issues?

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The Psychology of Freemium Gaming: Energy and Action

You have full energy!…

While boxed game releases used to mean one large payment for one large game, that idea isn’t a certainty any more.  Episodic games often occupy the midpoint of the price-content spectrum, while some AAA games aim for everywhere on the spectrum at once; a full game for a full price, a season pass on top, then microtransactions on top of that.

For AAA games, microtransactions rely on keeping the momentum of playtime going- for longer, either by unlocking new items early, or by increasing rewards. However, major freemium games instead aim for “micro-gaming”- limiting people to short, regular chunks of gameplay. Transactions can act as  micro-monetisation -exchanging a little bit of money for a little bit of time saved.

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The Psychology of Freemium Gaming: DLC Edition

To read the next article in this series, please download the “DLC Edition Blog Post Pack”…

Digital distribution and expansion packs have been around for a surprisingly long time: the Atari 2600’s GameLine (1983) let people download games via their phone lines, while the Genesis’ SegaChannel (1994) offered a subscription to play games through cable lines, like dial-up proto-xbox-live. Total Annihilation (1997) was the first PC game to gain an expansion pack.

Like many gaming nerds, I don’t have a problem with DLC, Expansion Packs, or even freemium games. The part I have a problem with is when it seems like developers and marketers are designing a game based on what suits their pockets rather than their players. Sometimes, these things work pretty well together. Joke DLCs like Skyrim’s Horse Armour and services like the Xbox Live Avatar Marketplace are technically completely useless. However, they are entirely optional, and the players who spend money on these things are providing money that can be used to develop other services for lower-cost. Voluntary money sinks designed purely for fun aren’t my thing, but they have a purpose and a fanbase.

Games designed in an exploitative way, lying about their “play for free” status, or using psychological manipulation to make people feel like they have to pay in order to maintain their progress? That’s where profit overtakes propriety, and that’s where the negativity should be aimed.

Microtransactions are a newer avenue of digital distribution. In a sense, they are a logical extension of expansion packs- if someone only wants more of one specific aspect of the game, it is more efficient to offer every available extra separately, so people can choose what parts of the game they want more of. This idea itself isn’t problematic, but the culture of microtransactions and freemium gaming grew so rapidly due to the influx of social media games and mobile games that it raced ahead of its critics. Trying to regulate what is fair in freemium is like trying to safety-check fireworks on Bonfire Night- there’s no way everything can be checked in time.

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A New Research Culture?

Last week, I posted about ways that websites could get implied, indirect, or direct consent from visitors, to ensure they had a consenting user base for user experience (UX) or technological experiments. The ways I posted were quite simple, being mostly based on straightforward modifications to existing strategies, and without changing much in the way the websites themselves treat research and data collection.

However, after finishing that post I started thinking about what websites would be like if their approach to research changed in a more fundamental way. This is probably (unfortunately) unrealistic at the moment, but its an approach that I would love to see realised.

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The Great Facebook Debate

And by this, I am of course referring to the controversial experimental results published this week that show Facebook’s ability to induce emotions in people.

Although the study was actually carried out 2 years ago (January 11th-18th, 2012), it was approved in March 2014, and first published at the end of June 2014. Since the first news stories about it broke last week, legal institutions such as the UK Information Commissioners Office, and the US National Academy of Sciences, are investigating whether the experiment should have been approved.

However, the National Academy of Science are the people who published the paper in the first place- this goes beyond locking the stable door after the horse has bolted, and more resembles investigating the door for possible structural problems after the horse has already caused property damage.

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Halo 3 and The Minimal Group Paradigm

I’ve spent a large proportion of this summer gaming when I meant to be doing psychology work, so I figured I could at least combine the two so it looks like I’ve done some work!

I first got the idea of this combination when I was playing Halo 3 online- while the game is good, an annoying part of the online experience is that people on the opposing team will in many cases jump away and lose a point for committing suicide rather than lose a gunfight and have the other team gain a point. Even though these two options have the same outcome mathematically, many people will choose to take the deliberate loss rather than let someone else gain any status. While this seems like an irrational decision, the principle is common in real-life as well.

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