Any reading or good sources of info on how people make products addictive? E.g smart phone games, services like Facebook, even iPhones and other similar products are built to try and get users to play with them idly as much as possible
Is there even a "discipline" to do with this type of thing (outside of muh psychology)?
If someone has that info they certainly aren't giving it away for free
I'd start with this article:
http://www.gamasutra.com/view/feature/195806/chasing_the_whale_examining_the_.php
>>61808522
I'm also wondering this as well considering I have an app in dev.
>>61808538
Who said it's free? Obviously anyone sharing the information without financial immediate financial gain is getting something out of it.
>>61808522
See gamification or Fogg behavior modeling
>>61808522
https://en.wikipedia.org/wiki/Operant_conditioning_chamber
>>61808522
But lets not forget that the conditioning has to be subtle. If people realize that you're deliberately attempting to get them addicted to your product then the ethics police will be on your ass.
>>61808522
Watch Extra Credits episode on candy crush/micropayments/addictiveness, they explain some of the stuff really well.
Other than that, study games that are notoriously addictive while not necessarily innovative or of high quality like Candy Crush, Angry Birds, Mafia Wars, or Farmville. There are articles out there on addictiveness of particular games as well as on the subject in general. Just google and see what you find, I don't know about any in particular from the top of my head.
It's a bit of a mini-discipline of its own, but it shouldn't be that complicated, any half-competent game designer can put together a Skinner box.