
Addiction by Design

Noting a trend toward the design of games with “interactional and auditory special effects [that] serve to give the experience of being able to control and manipulate the production of the effect,” she observes that although such effects would seem to invite active rather than passive participation, in fact they tend to bring about states of absorp
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Another acoustic element that must be carefully regulated to encourage play is music. A company called Digigram provides background music that can be scheduled by time of day, depending on the shifting demographics of a property’s clientele.
Natasha Dow Schüll • Addiction by Design
Although interactive consumer devices are typically associated with new choices, connections, and forms of self-expression, they can also function to narrow choices, disconnect, and gain exit from the self.
Natasha Dow Schüll • Addiction by Design
“The play should take no longer than three and a half seconds per game.”14
Natasha Dow Schüll • Addiction by Design
Sound, when properly configured, “can actually energize the player, keep him there longer,”
Natasha Dow Schüll • Addiction by Design
The job of casino layout is to suspend walking patrons in a suggestible, affectively permeable state that renders them susceptible to environmental triggers, which are then supplied.
Natasha Dow Schüll • Addiction by Design
machine gambling is not a symbolically profound, richly dimensional space whose “depth” can be plumbed to reveal an enactment of larger social and existential dramas. Instead, the solitary, absorptive activity can suspend time, space, monetary value, social roles, and sometimes even one’s very sense of existence. “You can erase it all at the machin
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The thing people never understand is that I’m not playing to win.” Why, then, does she play? “To keep playing—to stay in that machine zone where nothing else matters.”
Natasha Dow Schüll • Addiction by Design
The casino floor is like our own extended focus group. We sit and play, participate, ask players what they think about our machines, and about other machines. The whole team does this—it’s as important for the sound engineers to know the customer as anyone else; even the math guy spends some hours observing, asking questions. You have to experience
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