The Carrot or the Clicks.

The Carrot or the Clicks.


Have you ever heard the term “carrot or the stick”? The idea of reward, or punishment to sway one's actions? Ever thought about it while hunting demons in the depths of hell? I’m sure this concept sounds familiar to most gamers, but what about the concept of Behaviorism? Probably not as much. Games today, Diablo in particular, use this approach to lead you into many adventures, but most of us are blissfully unaware. Is it, QOL (Quality of life) or is it behavioral manipulation? 


B.F. Skinner, the father of behaviorism and a figure in the field of psychology, revolutionized the understanding of behavior with his ideas. As an observer of human behavior, Skinner is best known for developing the theory of operant conditioning—a concept that suggests behavior can be modified by its consequences. He proposed that positive reinforcements, such as rewards, could encourage certain behaviors, while negative reinforcements, like the removal of unpleasant stimuli (positive/negative meaning add/remove which is often confused with punishment), could also promote specific actions.


His theories on behavior are buzzing like little demons right beneath Diablo's surface. The grand design of the game, so expertly hidden, is steeped in behaviorism. Operant conditioning, Skinner's brainchild, finds a vibrant playground in Diablo's dark fantasy world. It's quite simple really - do this, get that. Slay that demon? Get a shiny new weapon. This fundamental principle of behavior being influenced by its consequences is what makes Diablo a Skinnerian paradise.


The game subtly employs what Skinner called reinforcement schedules, manipulating 'when' and 'how' rewards are dispensed. Sometimes they are consistent and predictable, other times they are doled out randomly. Both time and action have a role in determining when you get your next in-game carrot, controlling your eagerness and anticipation.


And let's not forget about the actual carrots and sticks. In Diablo, a coveted piece of loot or a powerful upgrade is the enticing carrot, driving players to perform. The absence of these rewards, the persistent challenge, forms the stick. Not to be confused with punishment, this 'stick' nudges players to improve, adapt, and press forward - a perfect demonstration of positive and negative reinforcement.


Diablo is a marvel of game design that expertly uses the tenets of behaviorism. Slaying monsters, leveling up, and the ultimate treasure hunt combine to create an irresistible pull - Diablo's own version of the carrot. The thrill of finding a rare item or learning a potent new skill keeps players engrossed, their actions and decisions subtly being guided by the game's systems.


Diablo's loot system adds another layer of behaviorism. It operates on a variable ratio schedule, akin to a slot machine. Rewards are not guaranteed for every slain monster, but they could come at any time, and that's part of the charm. The anticipation of 'the next big reward' around the corner keeps players glued, offering a heaping helping of positive reinforcement.



So, is this right? Are we being manipulated, or are we having fun? Frankly, the ethics surrounding the use of behaviorism in games isn't straightforward. On one hand, these elements contribute to the appeal and engagement factor of a game. The adrenaline rush of acquiring a powerful item in Diablo, for instance, is undeniable.


On the flip side, there's a question of manipulation. The sporadic 'carrots' can lead to repetitive play cycles, potentially sparking a gaming addiction. The constant dangling of better loot and more power can promote prolonged play sessions and impulsive in-game purchases.


Moreover, the fact that most players are largely unaware of the behavioral tactics at play adds a layer of opacity. These behavioral  elements are often hidden, quietly guiding the player's hand, and in some cases, their wallet.


Video games, with their interactive and immersive nature, offer a unique platform for behaviorism. But as Uncle Ben said, “with great power comes great responsibility.” Developers need to consider the ethical implications of their design choices. Transparent design and player education could be the first steps towards more ethical use of behavioral principles in gaming.


As players, it's crucial to understand the hidden elements that can influence our play habits. Diablo is but one example of how the 'carrot and stick' approach can be employed in video games. Being aware of these tactics allows us to navigate the gaming landscape more consciously and, ultimately, to enjoy our games responsibly. I urge you all to learn more about behaviorism to make sure you are making good decisions with your time while gaming.