Applying Psychology to Genshin Impact
The design example I have chosen to discuss and look further into is the Game Design article, specifically the “Keeping Players on the hook” section of the article. This aspect of design is usually implemented from the start of the game and usually starts to become more relevant as the game progresses, for example developers such as Mihoyo use this tactic to keep players on the hook to continuously play their game and spend more money on it. This is done as this particular aspect can be used scientifically to trick the players brain into getting a dopamine high thus giving them more incentive to continue doing what they are doing as they want that rush again and again. Therefore, Mihoyo uses this as a trigger for players to continue to spend money, level up or play the game in general so they can feel that high. More specifically these are called “micro-transactions” that allows the player to spend money to get ahead in the game faster that other players, thus the alluring thought of playing a “free game” is lost into the abyss as the real plan is revealed for making money off of the player.
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