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Unizon
Video Games Path · Lens 3: Psychology

The
Psychology of
Video Games

The opening question
Why are some games so hard to put down, and what does the research really say about what games do to us?

Games are designed around how minds work. You’ll learn about motivation and flow, reward schedules and loot boxes, toxicity and online safety, and what research actually says, without the panic or the hype.

Inside this module
  • 00First Principlesp.2
  • 01Motivationp.4
  • 02Flow & difficultyp.5
  • 03Rewards & loot boxesp.6
  • 04Social play & safetyp.7
  • 05Research & wellbeingp.8
  • 06My play diaryp.10
  • ✦Self-check · Make it · 5 Questions · Side Questp.9
How this works
CoreThe main path. Everyone does this part.
Level UpOptional, harder challenges if you want to push further.
Try ItNotice, track and question: how do games make you feel, and why?

You'll need: a notebook or phone notes app for a one-week diary, any game you enjoy, and an honest attitude: nobody grades how much you play.

Video Games Path · Unizon01/12
Video Games Path · Unizon · Lens 3: Psychology00 · Start here
Before anything else
First
Principles

A first principle is a basic truth you can build on. The psychology of games rests on a few ideas: needs (we play to feel free, capable and connected), balance (challenge that fits skill feels best), rewards (unpredictable rewards are especially gripping) and evidence (good research beats loud opinions, in both directions).

1

What do I already know?

Dump it all out. Half-sure counts.
Which game have you found hardest to stop playing? What made it hard?
Have you heard that games are “bad for you” or “great for your brain”? Who said it?
Circle every word you could explain to a friend right now. Underline the ones you've heard but couldn't explain.
motivationautonomycompetencerelatednessflowdifficulty curvereward scheduleloot boxtoxicitycorrelationgaming disorderwellbeing
2

What is necessary?

The building blocks you need before going further

Everything in this module is built from four bricks. Rate yourself on each one, then check the example to see if your rating holds up.

NeedsWhy we play. free, capable, connected
Got itKindaNot yet
BalanceChallenge fits skill. not too hard, not too easy
Got itKindaNot yet
RewardsSurprise hooks us. a rare drop, randomly
Got itKindaNot yet
EvidenceCheck the study. correlation isn’t cause
Got itKindaNot yet
Is anything else necessary? What else do you think you'd need to know or have to really get this topic?
The Psychology of Video Games · Video Games Path · Unizon02/12
Video Games Path · Unizon · Lens 3: Psychology00 · Start here
3

What is the objective?

What am I trying to understand or be able to do by the end?
The module's objective

By the end, you’ll be able to explain why games grip us, how loot boxes work, how to stay safe online, and what research really shows.

  • 01Use self-determination theory to explain motivation.
  • 02Explain flow and difficulty curves.
  • 03Describe reward schedules and loot-box mechanics honestly.
  • 04Handle toxicity, scams and privacy risks online.
  • 05Summarize research on violence, benefits and gaming disorder.
  • 06Build healthy habits that fit your own life.
My objective

The list on the left is ours. Now make it yours. What do you want out of this?

By the end, I want to be able to
The part I'm most curious about is
I'll know I've got there when
Knowledge meter

How much do you know about the psychology of video games right now? Shade the boxes in pencil. You'll come back at the end (p.9) and shade it again in pen.

NothingCould teach it

Why start this way? When you know what you already have (1), what you need (2) and where you're going (3), you learn faster and you notice the gaps. Every module on the Video Games Path starts with these same three questions.

Your route through this module
00
First Principles
01
Motivation
02
Flow
03
Rewards
04
Social
05
Research
06
Habits
✓
Check
▶
Make
?
5 Qs
★
Quest
The Psychology of Video Games · Video Games Path · Unizon03/12
Video Games Path · Unizon · Lens 3: Psychology01 · Motivation
01
Why we play

Motivation & self-determination theory

Games are great at meeting three basic human needs.

Self-determination theory

Three needs

Psychologists Edward Deci and Richard Ryan’s self-determination theory says people thrive when three needs are met:

NeedIn games
Autonomy: choicepick your path, build, customize
Competence: getting betterlevelling up, beating a hard boss
Relatedness: connectionco-op, guilds, playing with family

A 2006 study by Ryan, Rigby and Przybylski found games that satisfy these needs were enjoyed more.

Why you play matters

Intrinsic versus extrinsic

Intrinsic motivation: you play because it’s fun or meaningful. Extrinsic: you play for rewards, streaks or because you feel you have to.

A 2022 Oxford study of nearly 39,000 players found the amount of play had little effect on wellbeing, but playing because you want to was linked to feeling better, and feeling pressured to play was linked to feeling worse.

Check in with yourself

Want to, or have to?

Next time you start a game, ask: am I playing because I want to, or because of a streak, a daily reward or not wanting to let the team down? Both happen. Noticing is the first step.

Try it

Needs map

Pick 3 games you like. For each, score autonomy, competence and relatedness from 1 to 5. Which need does your favourite meet best?
Level Up

Why might a “daily login reward” feel less fun after a while?

It shifts play from wanting to (intrinsic) toward having to (extrinsic)
The Psychology of Video Games · Video Games Path · Unizon04/12
Video Games Path · Unizon · Lens 3: Psychology02 · Flow
02
Not too hard, not too easy

Flow & difficulty curves

The best moments in games happen right at the edge of your skill.

Flow

In the zone

Psychologist Mihaly Csikszentmihalyi described flow: deep focus where time seems to vanish. It tends to happen when challenge matches skill.

  • Too hard for your skill → frustration or anxiety.
  • Too easy → boredom.
  • Clear goals and quick feedback help (and games are full of both).
Difficulty curves

Designing the climb

  • Good games teach one idea at a time, then test it, then combine ideas.
  • Difficulty often rises in waves: hard boss, easier breather, harder level.
  • Some games adjust difficulty to how you’re doing (dynamic difficulty).
  • Assist modes let more people play. Celeste (made in Vancouver) lets players slow the game or skip sections without shame.
Flow has two sides

Notice the clock

Flow feels great and is linked to learning and creativity. The same “time vanishes” feeling can also make it easy to play past bedtime. A timer or a planned stopping point helps you keep the good part.

Try it

Difficulty graph

Graph the difficulty of a game you know, level by level (1–10). Mark where you felt flow, frustration and boredom.
Level Up

Why might an assist mode make a game better, not “easier” in a bad way?

It lets more players reach the right challenge for their skill or needs
The Psychology of Video Games · Video Games Path · Unizon05/12
Video Games Path · Unizon · Lens 3: Psychology03 · Rewards
03
Just one more

Reward schedules & loot boxes

Some games are designed to be hard to put down. Knowing how helps you choose.

Reward schedules

Why “one more” is hard to resist

  • Psychologist B. F. Skinner found that rewards given after an unpredictable number of tries (a variable ratio) keep behaviour going strongly.
  • Random drops, card packs and slot machines all use it.
  • Other hooks: daily streaks, limited-time events, battle passes, and no natural stopping points.
Loot boxes

What we know

  • In 2018, Belgium’s Gaming Commission ruled that some paid loot boxes were illegal gambling.
  • A 2018 survey of 7,422 gamers (Zendle & Cairns) found people with more problem-gambling symptoms spent more on loot boxes. It shows a link, not proof that one causes the other.
  • Apple’s App Store has required odds to be shown since 2017.
  • Canada has no loot-box-specific law; class-action lawsuits have been filed in B.C. and Quebec.
Money & chance

Notice the design. Ask: is this game pushing me to spend or play when I’d rather stop? Turn off purchases without a password, set a budget with an adult, and walk away from countdown timers. If you’re worried about your spending or gambling, talk to a trusted adult or Kids Help Phone (1-800-668-6868, or text CONNECT to 686868). Adults: call or text 988 (Suicide Crisis Helpline) or call the Alberta Mental Health Help Line, 1-877-303-2642.

Try it

Hook hunt

List every feature in one game that brings you back (streaks, events, drops…). Mark each: fun for me, or pressure on me?
Level Up

Why is a variable-ratio reward more gripping than getting a reward every 10th try?

You never know if the next try is the one, so stopping always feels early
The Psychology of Video Games · Video Games Path · Unizon06/12
Video Games Path · Unizon · Lens 3: Psychology04 · Social & safety
04
GG, not GTFO

Social play, toxicity & online safety

Games can connect people. A few tools keep them safe and kind.

Social play

Games as hangouts

Many people’s strongest gaming memories are social: co-op wins, family games, friends made online. Playing together can build teamwork and belonging.

Toxicity (insults, hate, harassment, “griefing”) is the dark side. It harms people, and it’s never “just part of the game”.

Your safety toolkit

Online, every time

  • Privacy: no real name, school, address, birthday or face photos in your username or chat.
  • Scams: “free V-Bucks/Robux”, fake login pages and account “trades” steal accounts. Use official sites only; never share passwords or codes; turn on two-factor login.
  • Mute, block, report: you don’t have to argue.
  • Be the teammate you’d want: say “gg”, and call out hate if it’s safe.
Online safety

If someone online asks for photos, wants to move to a private app, threatens you, or makes you uncomfortable: stop, don’t pay, save screenshots, block, and tell a trusted adult. It is not your fault. Report online sexual exploitation at Cybertip.ca (Canadian Centre for Child Protection). For support any time: Kids Help Phone, 1-800-668-6868 or text CONNECT to 686868. Adults: call or text 988 (Suicide Crisis Helpline) or call the Alberta Mental Health Help Line, 1-877-303-2642.

Try it

Settings check

With an adult, open the privacy settings on a platform you use. Who can message you? See your profile? Change at least one setting.
Level Up

Why do people act more toxic online than face-to-face?

Anonymity, no facial feedback, and competition can lower empathy
The Psychology of Video Games · Video Games Path · Unizon07/12
Video Games Path · Unizon · Lens 3: Psychology05 · Research
05
What do we really know?

Research, wellbeing & healthy habits

The truth about games is less scary and less magical than headlines.

What research says

No panic, no hype

ClaimEvidence so far
Violent games make people violentNot supported. The American Psychological Association (2020) found insufficient evidence; it notes a small link with milder aggression
Games boost your brainSome evidence that action games help attention and spatial skills (Bediou et al. 2018), but effects are smaller than headlines and studies vary
Gaming addiction is commonThe WHO lists gaming disorder (ICD-11, from 2022): impaired control causing serious harm, usually for 12+ months. Estimates are roughly 2–3% of players
Healthy habits

Your own balance

  • Canada’s 24-Hour Movement Guidelines suggest no more than 2 hours of recreational screen time a day for ages 5–17; the Canadian Paediatric Society focuses on how screens fit your life.
  • Warning signs matter more than hours: losing sleep, skipping school or friends, or not being able to stop.
  • Esports pressure is real: long practice, public criticism and short careers. Pros use coaches, sleep and breaks.
Read the study

Three questions for any headline

  • Was it an experiment or just a correlation?
  • How big was the effect, and how many people were studied?
  • Who paid for it, and do other studies agree?
Try it

Headline check

Find a news story about games and health. Use the three questions. Is the headline fair to the study?
Level Up

Why can’t a correlation between gaming and sadness prove gaming causes sadness?

Sad people might game more, or something else might cause both
The Psychology of Video Games · Video Games Path · Unizon08/12
Video Games Path · Unizon · Lens 3: PsychologySelf-check
✓
No pressure, just proof

Quick self-check

Six questions, covering every stop. Show your thinking. Answers are upside down at the bottom; no peeking till you're done.

1 · What three needs does self-determination theory describe?

2 · When does flow tend to happen?

3 · What is a variable-ratio reward schedule?

4 · What did Belgium decide about some loot boxes in 2018?

5 · Name three things to do if someone online makes you uncomfortable.

6 · Does research show violent games cause violence?

1) autonomy, competence, relatedness · 2) when challenge matches skill · 3) rewards after an unpredictable number of tries · 4) they were illegal gambling · 5) e.g. stop, save screenshots, block, tell a trusted adult, report · 6) no: the APA found insufficient evidence
Back to First Principles

Re-shade your knowledge meter

How much do you know about the psychology of video games now? Flip back to p.3 and shade the meter again in pen (or shade this one). Did any of the four bricks on p.2 move from "Not yet" to "Got it"?

NothingCould teach it
Did I hit my objective? What's my evidence?
The idea that surprised me most:
The Psychology of Video Games · Video Games Path · Unizon09/12
Video Games Path · Unizon · Lens 3: PsychologyMini challenge · Make it
Mini challenge · Execution

My play diary

Track one week of play, your mood before and after, and why you started and stopped, then find your own patterns.

1 · My question

How do games really make me feel, and when do I stop?

2 · The plan

  • Play as you normally would for one week; no need to change anything
  • After each session, note the game, minutes, mood before and after (1–5)
  • Note why you started (want to / have to) and why you stopped
  • Look for patterns at the end of the week

Prediction:

3 · My diary

DayGameMinMood →Why stop?
Mon
Tue
Wed
Thu
Fri
Sat
Sun

4 · Must-haves

  • 7 days recorded honestly
  • Mood before and after compared
  • Sessions marked want to / have to
  • One habit I’ll keep and one I’ll try

5 · What I found

Which sessions left you feeling better? Worse? What made the difference?

Safety first

This diary is private: share it only if you want to. If you notice gaming is hurting your sleep, school, friendships or mood, or you can’t stop when you want to, talk to a trusted adult, a school counsellor or Kids Help Phone (1-800-668-6868, or text CONNECT to 686868). Adults: call or text 988, or the Alberta Mental Health Help Line, 1-877-303-2642.

The Psychology of Video Games · Video Games Path · Unizon10/12
Video Games Path · Unizon · Lens 3: Psychology5 Questions I Still Have
The best part of learning is what's next

5 Questions
I Still Have

This module didn't answer everything. Good. Write 5 new questions it didn't answer, one of each type below. There are no wrong questions, only ones nobody's asked yet.

1
How does it work?
Pick something you've seen or used and wonder about the inside of. e.g. "How do designers test whether a game is fun?"
2
Why?
Ask about a reason or a cause. e.g. "Why do some people love losing in hard games?"
3
What if?
Change one thing and imagine the result. e.g. "What if games had to show your play time on screen?"
4
Connect it
Link this to another lens (math, science, psychology, technology, history, language & storytelling, art & design, execution) or another subject. e.g. "How do servers decide who you play against? (Lens 4!)"
5
My life & community
Bring it home: your family, your friends, your community. e.g. "How do people in my family feel about games, and why?"

★ Star the one question you'd most like answered. You'll need it on the next page.

The Psychology of Video Games · Video Games Path · Unizon11/12
Video Games Path · Unizon · Lens 3: PsychologySide Quest · Optional
Optional · for the curious

Side Quest

Take your starred question from p.11 and go find the answer, or at least a better question. You're the researcher now.

My quest question:

1What I'll find out

Break your big question into 2 or 3 smaller ones you could actually answer.

2Where I'll look

A library (Edmonton Public Library counts!)A game maker, player or gaming clubAn experiment I run myselfTrustworthy websites (who wrote it? when?)A book or documentary

3How I'll share it

A one-page zineA 60-second video or talkA poster or infographicA 2-minute talkSomething else

Who I'll share it with:

Done by:

Next on the Video Games Path Lens 4 · Technology asks: how do consoles, game engines and the game loop work, how do NPCs find their way, why does lag happen, and how is tech making games more accessible?
The Psychology of Video Games · Video Games Path · Unizon12/12