Understand what drives user behavior.
Download the official Hooked workbook to learn how.
Nir’s Note: This post part of a series on cognitive bias co-authored by Nir Eyal and illustrated by Lakshmi Mani. Discover other reasons you make terrible life choices like confirmation bias, hyperbolic discounting and distinction bias.
There I was, sitting in a packed movie theatre. I waited two years for this sequel and I’ve got enough popcorn and diet soda to last me a full three hours. Fifteen minutes into the movie, the hero and villain are facing off for the first time when a lady bursts into the theater. Trying to find a seat, she awkwardly tries to squeeze into the middle of the row in front of me blocking the best part of the movie. “What a rude and inconsiderate person!” I think to myself as I dodge her body when she scuffles by.
A week later I’m rushing to catch another film with my friends. It’s pouring rain and traffic is crazy. I hope I make it before the previews end but when I reach the theater (soaking wet I might add), the movie has already begun. I have to turn on the flashlight on my phone to find my seat and accidentally step on a few movie goers’ toes. I hear tuts and loud sighs. It’s clear these people think I’m a complete jerk. read more…
Many parents are concerned with their child’s seemingly obsessive video game play. Fortnite, the most recent gaming phenomenon, has taken the world by storm and has parents asking whether the shooter game is okay for kids.
The short answer is yes, Fortnite is generally fine. Furthermore, parents can breathe easier knowing that research suggests gaming (on its own) does not cause disorders like addiction.
However, there’s more to the story. A comprehensive answer to the question of whether video games are harmful must take into account other factors. Fortnite is just the latest example of a pastime some kids spend more time on than is good for them. But parents need to understand why kids play as well as when to worry and when to relax. read more…
Nir’s Note: This guest post is by Patricio O’Gorman, technology consultant and professor at Universidad de Palermo.
If you have kids, you’ve likely heard about Fortnite. The wildly popular online battle game has amassed over 125 million players and hosts more than 3 million concurrent players. The game “has brought in more revenue in a single month than any other game of its kind,” according to industry watchers, grossing over $1 billion so far this year.
The average Fortnite player spends between 6 and 10 hours per week on the game and like many parents, I didn’t understand why my kids played it so much. At first, I dismissed it as a mind-numbing waste of time. Then, I tried it for myself and found I couldn’t help but admire the game’s ingenious design. To my surprise, I had a heck of a good time playing the game with my kids.
What makes Fortnite so engaging? To understand why players keep coming back, you need to understand the game’s Hook. read more…
This week Apple follows Google by announcing features to help people cut back on their tech use. Why would the companies that make your phone want you to use it less? If tech is “hijacking your brain” with their “irresistible” products, as some tech critics claim, why are these companies now acting against their own interests? Perhaps the tech giants have had a change of heart or have been persuaded by public pressure to change their ways? Hardly. read more…
It feels impossible to tell if the technology our kids use should be celebrated or feared. A few years ago I wrote a book, Hooked, about how technology can be used to change our habits. I intended the book to teach startups how to build healthy habits, but now I’m not so sure. With headlines telling us technology is hijacking our brains, I started second guessing the impact of our devices, especially when it comes to our kids.
How alarmed should we be? Is this a crisis or a fear frenzy? I wanted to understand what the studies really tell us about the effect personal technology is having on our children.
One side clearly believes the kids are not okay. “It’s not an exaggeration to describe iGen as being on the brink of the worst mental-health crisis in decades,” wrote Dr. Jean Twenge, a professor of Psychology at San Diego State University in an article in The Atlantic.1 “Much of this deterioration can be traced to their phones.”
Nir’s Note: This guest post is written by Jeni Fisher, a London-based Googler who consults startups on applying behavioral insights to achieve business and user goals.
Early on in my role as an Apps partner manager at Google Play, I was drawn towards the Self-Improvement apps space because their persuasive influence transcends screen-level interactions. Their mission is to persuade people to take real-life actions that lead to long-term behavior change and ultimately shape how they live their lives.
Read on to discover how these companies are harnessing behavioral insights to bridge people’s intention-action gap and work towards the ‘future self’ they seek to be. read more…
NirandFar is about the intersection of psychology, technology, and business. I call it "Behavioral Design."
I write to help companies design consumer behavior while educating individuals about behavior change and digital distraction. Feel free to read more about me here.
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