Pulse UX Blog:
Why Angry Birds is so successful and popular: a cognitive teardown of the user experience
Why is an interface so engaging that users cannot stop interacting with it? This is a difficult question because it requires cognitive reverse engineering to determine what interaction attributes a successful interface embodies that result in a psychologically engaging user experience. This question pops up when products become massively successful based on their user experience design – think iPhone, iPad, Google Instant Search, Nintendo Wii, Microsoft Kinect.
A detailed examination of the game mechanics and psychological elements that contribute to Angry Birds’ incredible stickiness, fun, and success. I play it now and then, a couple of levels at a time, and have many levels to go. I’m personally more susceptible to reflex-based game addictions, stuff like Canabalt, Skipping Stone (an ancient mobile game which is now being remade for iOS), and Super Quickhook/Hook Worlds. The latter two are amazing games on the iPhone by a small indie studio called Rocketcat Games. If you like infinite running games like Canabalt or retro 8/16-bit graphics, you’re going to love these. They’re hardcore one-more-try games that have you racing against your own ghost and/or the clock, but their finely-balanced fun/reward ratio keeps you going instead of tearing your hair out.
Amazon.com recommended this book to me, and they were right, it's exactly the book I'd like to be reading now. Completionist instincts are especially activated in Japanese consumer culture, the one place I can think of where releasing a $300+ electronic device in multiple colors prompts repeat purchases from a significant number — with limited edition rereleases prompting early-morning lineups. Serendipitously, this lines up with a lot of articles and posts I'm reading lately (therein lies the problem, "high rate, low downtime" information consumption) about hyperconnectedness and how it's ruining our ability to analyze. The last line of the book description below summarizes this idea, and explains the book's title, so I've set it in bold for your convenience.Book description from Amazon:Otaku: Japan's Database Animals (USD$16.17) [BookDepository.co.uk, free shipping worldwide]
In Japan, obsessive adult fans and collectors of manga and anime are known as otaku. When the underground otaku subculture first emerged in the 1970s, participants were looked down on within mainstream Japanese society as strange, antisocial loners. Today otaku have had a huge impact on popular culture not only in Japan but also throughout Asia, Europe, and the United States.Hiroki Azuma’s Otaku offers a critical, philosophical, and historical inquiry into the characteristics and consequences of this consumer subculture. For Azuma, one of Japan’s leading public intellectuals, otaku culture mirrors the transformations of postwar Japanese society and the nature of human behavior in the postmodern era. He traces otaku’s ascendancy to the distorted conditions created in Japan by the country’s phenomenal postwar modernization, its inability to come to terms with its defeat in the Second World War, and America’s subsequent cultural invasion. More broadly, Azuma argues that the consumption behavior of otaku is representative of the postmodern consumption of culture in general, which sacrifices the search for greater significance to almost animalistic instant gratification. In this context, culture becomes simply a database of plots and characters and its consumers mere “database animals.” A vital non-Western intervention in postmodern culture and theory, Otaku is also an appealing and perceptive account of Japanese popular culture.