Psychological Deconstruction of Angry Birds

13
Module: Psychology Of Design Assignment 1: Psychological Deconstruction of Angry Birds M.Des 1.1 Name: Harshal Desai Lecturer: Filip Fransen Date of Submission 17/11/2011 Word Count: 1520

description

Never before has there been a moment where using different species of grimacing birds as projectiles to knock down and destroy grunting diseased looking green pigs been so very addictive. Angry Birds has become one of the rare video game sensations that jumped from being a game on your phone to a huge multiplatform franchise.But what makes the game a success? Why is Angry Birds a masterpiece of addictiveness? Is it the simple gameplay, or the visual graphics used? Could it be just a hype that exists simply because everyone is playing it or is there any substantial techniques and theories behind the game?By analysing the gameplay from a psychological perspective this essay aims to understand the reason behind the addictiveness of Angry Birds.

Transcript of Psychological Deconstruction of Angry Birds

Page 1: Psychological Deconstruction of Angry Birds

Module: Psychology Of Design Assignment 1: Psychological Deconstruction

of Angry Birds

M.Des 1.1

Name: Harshal Desai

Lecturer: Filip Fransen

Date of Submission

17/11/2011

Word Count: 1520

Page 2: Psychological Deconstruction of Angry Birds

TABLE OF CONTENTS

Executive Summary .................................................................................................................... 2

Introduction ............................................................................................................................... 3

Gameplay ................................................................................................................................... 4

Graphics ..................................................................................................................................... 6

Aggression and dark humor ....................................................................................................... 7

Reward system ........................................................................................................................... 8

Conclusion ................................................................................................................................ 11

Works Cited .............................................................................................................................. 12

Page 3: Psychological Deconstruction of Angry Birds

EXECUTIVE SUMMARY

Never before has there been a moment where using different species of grimacing birds as

projectiles to knock down and destroy grunting diseased looking green pigs been so very

addictive. Angry Birds has become one of the rare video game sensations that jumped from

being a game on your phone to a huge multiplatform franchise.

But what makes the game a success? Why is Angry Birds a masterpiece of addictiveness? Is

it the simple gameplay, or the visual graphics used? Could it be just a hype that exists simply

because everyone is playing it or is there any substantial techniques and theories behind the

game?

By analysing the gameplay from a psychological perspective this essay aims to understand

the reason behind the addictiveness of Angry Birds.

Page 4: Psychological Deconstruction of Angry Birds

INTRODUCTION

Angry Birds is one of the top ten downloaded games today, having over 300 million

downloads and growing. Since its release, players have spent over 200 million minutes per

day on the game, or 16 years of gameplay in just one hour.

Angry Birds is a casual strategy and physics based videogame. The premise of the game is

that the pigs stole the eggs from the birds, hence making them angry. The only way to

retaliate is to launch the birds via a slingshot in a kamikaze dive through the fortified

structures (made of wood, glass and stone) of the pigs, and destroy them in the process.

Several games have tried to imitate Angry Bird’s success by trying to copy their gameplay,

their realistic physics, and sometimes, even the visual graphics, although none have

succeeded to the level that Angry Birds has achieved. It makes one wonder if Angry Birds is

just a one-time hit or can its success be duplicated again.

By studying the elements of the game, this report aims to identify and answer the reason

behind the success of this multiplatform casual game.

Page 5: Psychological Deconstruction of Angry Birds

GAMEPLAY

The overall gameplay is quite simple. Players control the birds via a slingshot and can angle

the trajectory to their liking and then simply let them fly off to cause destruction and

damage on the fortified structures of the pigs. To keep the gameplay exciting the initial

levels are quite easy and they steadily start increasing in difficulty where one can be stuck

on the game all day until they hit the structure at the right spot causing a total collapse.

Figure 1: Gameplay instructions (Source: Self-shot via iPad)

There are also benefits as the levels increase. The players unlock an arsenal of different

birds, each with their own unique traits and there are seven birds in total. If a player is

frustrated and stuck on a level too long, they can always use the ‘mighty eagle’, a special

bird that swoops down and clears the entire stage, equivalent to a nuclear bomb. However,

a player can use it just once every hour.

Page 6: Psychological Deconstruction of Angry Birds

One can consider the entire premise as a military warfare where players have to plan how

to use the birds according to their unique strengths and weaknesses.

Figure 2: Angry Birds Level Chart (Source: Google.com)

What makes the game appealing (and addictive) is the challenge of trying to smash all the

pigs. Due to its repetitive behavior of gameplay, the player simply has to aim, shoot and win

or quickly correct his aim and try again. Also, since the game does not require long hours of

focus, players often play the game during the commute or whenever they want to kill some

free time. Their reward system and sound effects give an illusion of importance within the

game (Miller, 2011)

Page 7: Psychological Deconstruction of Angry Birds

GRAPHICS

Niklas Hed, COO of Rovio said that they already had the concept of using stern looking birds

within their game, mixing realistic physics and cartoonish effects together to get maximum

appeal. The physics used in the way the construction work splinters and breaks depending

on the angle is quite realistic, while making the birds and pigs unrealistic. (Kendall, 2011)

Using green diseased looking pigs was in reference to the swine flu epidemic that was

rampant during that time. Since people already showed negative emotions towards swine

flu, it was easily justifiable on a subconscious level to destroy them by any means necessary.

The colors used are

mostly shades of the

primary hues, keeping the

overall tone of the game

vibrant and active, often

resembling that of Looney

tunes cartoon. Part of the

success behind the game

does rely on these

modern day graphics as it

would not have caused so

much appeal 10-15 years

ago, as seen on the left.

Even the gameplay would

change tremendously as

touchscreen systems were

not widely available in

that period.

Overall, visually appealing

graphics and a good

storyline do play some

part behind the addictive

success of the game.

(Mauro, 2011)

Figure 3: Angry Birds Retro (Source: http://laughingsquid.com/retro-version-of-angry-birds-

from-1992/)

Page 8: Psychological Deconstruction of Angry Birds

AGGRESSION AND DARK HUMOR

Angry birds have a distinctive blend of dark humor and subtle aggression.

According to the storyline, the pigs were hungry so they stole the birds’ eggs causing them

to retaliate. Konrad Lorenz talks about this aggressive behavior as instinctual

aggressiveness. He had combined Freud’s theories on aggression with Darwin’s theory of

evolution talking about how the survival and success of a species depends on the violent

tendencies they exhibit in order to survive or eliminate their competition. (Lorenz, 2002)

Angry Birds follows through with an expansion of Konrad’s theory proposed by a group of

researchers at Yale led by John Dollard, which focuses on aggressive tendencies being

shown due to frustration or an impulse created by an innate need, in this case, pigs stealing

the eggs.

Users playing this game find it an effective release for their aggressive impulses (Svetlik,

2011) . Dr Tomas Chamorro Premuzic further proved it in his research, stating, “Players may

not realize it but angry birds provides them a cathartic effect”. (Goldsmith University of

London)

In addition, the humor within the game allows players to legitimize the actions of tossing

kamikaze birds who break through the pig’s defenses and kills them. Since the overall layout

and graphics of the game represent a fictional cartoon style, in the mind of the player it

gives them free reign to cause as much damage and destruction as they please without

feeling guilt or any sense of empathy, despite the fact that the pigs were just hungry and

looking for food. (Svetlik, 2011)

However, one must note if the game were to replace birds with other graphics such as

babies or inanimate objects they would not be as appealing to the players, which explains

why other similar games have been unsuccessful e.g. Crush the Castle, All rabbits must die,

Cannibal Casserole etc.

Page 9: Psychological Deconstruction of Angry Birds

REWARD SYSTEM

The reward system of angry birds is in three parts: The scores and stars, the bonus golden

eggs and the auditory and visual rewards. It can best be explained using B.F. Skinner’s

radical behaviorism theory of operant conditioning, specifically reinforcement and

extinction (O'Donohue & Ferguson, 2001)

According to the theory, operant conditioning has two basic purposes, to either increase or

decrease the probability of repeating a certain behavior.

Stimulus Type Effect: Increases Behavior Effect: Decreases Behavior

Positive Stimulus

Positive Reinforcer Negative Punisher

Negative Stimulus

Negative Reinforcer Positive Punisher

Figure 4: Operant Condition. Derived from: (Skinner, 2011)

If we base this on Angry birds, the positive reinforcer is could be the rewards gained such as

golden eggs, three stars etc. The player also hears a military victory parade music where the

birds cheer and praise the player for a job well done and moves on to the next level.

Figure 5: Three stars + Score based rewards (Source: Self-shot via iPad)

A slightly less positive reinforcer would be gaining two stars. This is comparable to getting a

C in your exams. It is tolerable and will allow you to proceed to the next stage if you wish, or

you could replay the level until all three stars are achieved. By looking at this, one can

Page 10: Psychological Deconstruction of Angry Birds

actually classify the players into groups too, as those who are determined to get three stars

could often be perfectionists, and people who probably do not get enough sleep.

Negative reinforcers in the game are the sounds of the pigs sniggering and grunting at the

player as a means to mock and taunt him, often followed by a “LEVEL FAILED” message.

Figure 6: Negative Reinforcers (Source: Google.com)

The sight of a sniggering pig would cause the player to get back at them in an attempt to

prove their own superiority. Angry Birds does not have any punishers in their game.

According to Steven Grant, chief of neuroscience at the National Institute of Drug Abuse,

playing video games like Angry Birds often trigger a release of dopamine in the brain,

typically when the player receives a reward, such as launching a bird at the pig.

Basically, the dopamine signals the brain that there is a potential reward coming but it

cannot identify the intensity of the reward. The bird may just slightly bounce off the

structure, causing it to wobble a bit or hit the right spot and decimate all the wooden and

glass structures along with killing the pig. (Chorost, 2011) This ambiguity generates tension

and the brain craves for a release. It will make the player do whatever is necessary for that

release, in this case, firing bird after bird in order to receive that reward.

The addictive nature is also comparable to slot machines. Slot machines also follow a

simplistic approach of just pulling a lever and getting rewards. The visual motion of the slots

revolving, the bright colors and the simplistic potential of a victory make slot machines one

of the most addictive casino games in the world.

Page 11: Psychological Deconstruction of Angry Birds

Figure 7: Angry Birds Slot Machines. (Source: http://pressxordie.com/2011/06/22/the-addictive-nature-of-angry-birds/angry-birds-

slots/)

Comparing Angry Birds to Slot machines we find both share similar characteristics:

1. Requires little to no training to learn

2. Hardly requires hours of focus although players play the games for hours

3. Offers instant rewards whether it be financial or points or audio and visual rewards

4. Both follow an incremental reward system, reinforcing correct behavior

5. There is an opportunity to gain attention and recognition through competitions

6. Both offer lesser rewards where the player does win but in small amounts, for

instance winning a few dollars instead of the jackpot, or one star instead of three.

(Harrigan, Collins, & Dixon, 2010)

Games that follow the simplistic nature of the slot machines often end up being a success.

The most notable example of such games was Tetris.

In Angry Birds, these rewards are obtained in every level, and since the gameplay just

involves the player to pull the slingshot and be rewarded with crashing structures,

screaming birds and exploding pigs, it makes the game extremely addictive.

Page 12: Psychological Deconstruction of Angry Birds

CONCLUSION

Based on the theories, Angry Birds owes its popularity on its simple gameplay and its

enticing reward system. It is a fun and unique game that grown to the heights of being

named one of the all-time classics. Its addictive nature stems from its simplicity and its

reward system that subconsciously keeps the player wanting to interact with the game over

and over.

Even when a player manages to complete all the levels of gameplay, they are given an

additional two games to try and compete in. For most it is a way to distract themselves in

free time,

While some may still consider it as a hyped game that cannot grow into successful

expansions, the current two variations, Angry Birds Seasons and Angry Birds Rio are

receiving high appraisals. It remains to be seen what steps Rovio takes next to further

increase the Angry Birds Franchise.

Page 13: Psychological Deconstruction of Angry Birds

WORKS CITED

(n.d.). Retrieved November 17, 2011, from Goldsmith University of London:

http://www.gold.ac.uk/psychology/staff/premuzic/

Chorost, M. (2011, January 4). How I kicked my addction to the iphone game Angry Birds.

Retrieved November 16, 2011, from PsychologyToday.com:

http://www.psychologytoday.com/blog/world-wide-mind/201101/how-i-kicked-my-

addiction-the-iphone-game-angry-birds

Harrigan, K. A., Collins, K., & Dixon, M. J. (2010). Addictive Gameplay: What Casual Game

Designers can Learn from Slot Machine Research. Vancouver, British Columbia:

International Conference on the Future of GAme Design and Technology.

Kendall, P. (2011, February 07). Angry Birds: The story behind iPhone's gaming Phenomenon.

Retrieved November 15, 2011, from The Telegraph:

http://www.telegraph.co.uk/technology/video-games/8303173/Angry-Birds-the-

story-behind-iPhones-gaming-phenomenon.html

Lorenz, K. (2002). On Aggression. Routledge.

Mauro, C. (2011, February 6). Why angry birds is so successful and popular: A Cognitive

teardown of the User Experience. Retrieved November 12, 2011, from

MauroNewMedia.com: http://www.mauronewmedia.com/blog/2011/02/why-

angry-birds-is-so-successful-a-cognitive-teardown-of-the-user-experience/

Miller, D. (2011, August). Angry Birds: A psychiatrist explains the addiiction. Retrieved

November 17, 2011, from Kevinmd.com:

http://www.kevinmd.com/blog/2011/08/angry-birds-psychiatrist-explains-

addiction.html

O'Donohue, W., & Ferguson, K. (2001). Operant Conditioning and the Experimental Analysis

of behavior. In W. O'Donohue, & K. Ferguson, The psychology of B.F. Skinner (pp. 73-

100). California: Sage Publications Inc.

Skinner, B. (2011). About Behaviorism. New york: Knopf Doubleday Publishing Group.

Svetlik, J. (2011, March 9). Angry Birds: The psychology of its success.