Every notice
you've become addicted to a story (book, game or television based) and wonder why?
Did you actually
think you were more than a complex, often contradictory animal
capable of being brainwashed and manipulated just like any other
animal? Sorry to pop the bubble.
Actually, no.
I'm not.
It is always
best to face the reality you're in even if you do like to escape to fantasy
land every now and then and pretend you're more capable, whole, knowledgeable,
empathetic and all-round wonderful than you actually are. Even our
horror stories are often geared towards the 'flawed' protagonist making it
through when really anyone would have been splattered physically and mentally
at the first hurdle. Don't fool yourself, you will freeze, run, scream, cry,
beg, scrounge, sell out, ignore, dish out and justify it all just so you will
survive, which you likely wouldn't anyway in such situations. But we love our
protagonists and dream with all our might that we could be like them, capable
of dodging that bullet, knowing when danger will strike and intelligent enough
to formulate a plan to save the day. If you think that you're above all this
then you haven't really faced any particularly difficult situations or choices.
The best people can do is to dream, imagine and work extraordinarily hard to
come close to ideals. Hats off to those who fight to be good. It is much easier
to give in and be bad. The only thing to worry about is the punishment systems
and how to avoid them. Being good weighs on you so much more but it is worth
the fight because some measure of happiness and peace comes because of
it.
To the point, it is always best to face reality so that when someone tries to brainwashed and manipulated you're well aware of what's going on, whether you fight it or not.
So, why do we get addicted and how is this addiction forced on us?
Television
- Cliff hangers: Provide
plenty of cliff hangers so the viewer has to return to find out more.
They'll press that button to find out more, no matter the wait time.
The greater the cliff hanger the longer they are willing to wait.
- Advertising, teasers and
trailers: Saturate television with reminders of that cliff hanger or of
the story so far. The little reminders set you straight back to where you
were when the story was interrupted by jogging your memory.
- Sex symbols and the
desirable: Use attractive people, places and views so that viewing the
show is more attractive to the eye and mind than facing reality. The use
of sex symbols helps create false connections by inducing emotional
responses in the viewer. They aren't real. You know nothing of the person
and they aren't by and large accessible to you.
- False connections: Create
and build false connections by revealing snippets of the lives symbols,
stars and intellects. Also, use 'personal' pleas from these actors to draw
the viewer in and use the actor as part of the reward system by placing
them in an accessible position: signings, back stage passes etc.
- Long plot lines: Carry
the story over from one episode to another, leaving the viewer wanting
more and more, trying to tie together the information and guess the
answers. They will view to check their guesses and to find out what really
happens. They will also become used to the complexities or particular
characters and take their trials to heart as the character becomes real to
them.
- Base in fact: Use
grittiness and real emotions to heighten the realism and the connection
between a viewer and an actor. If the character is rounded out well the
actor is mistaken as the character, building those false connections,
while also being mistaken as someone to support or obtain. This is how an
actor is voted into politics... and it has happened more than once.
- Time slotting: Place the
show in the appropriate time slot so as to catch the desired
audience's attention.
- Bright colours and
sounds: These shock the viewer, creating adrenaline and focusing the
attention on the source. Slow moving build up to horror heightens the
adrenaline and emotional response. Fast light humour keeps the viewer
engaged, not because of how funny it is or the plot but because of the
instant reward of watching that couple of minutes more. Coming back is to
return to gain a quick dose of instant rewards.
- Reward systems: Use the
actors, give out prizes and freebies, create competition and anoint
winners,
- Learning by observation
predisposition: Humans are predisposed to learning by observation so
showing someone anything has great impact. Fantasy it may be but it holds
a basis in reality that will allow the viewer to learn. Learning can also
become addictive (but I'll leave that for another day).
- Hypnotism and mesmerism:
The flow of movement, colour and sound can fix a viewer in place once the
viewer is addicted enough to watch hour upon hour of television. It can
become so bad that a viewer forgets social arrangements, chores, exercise,
to eat and drink (or eat and drink the wrong thing) etc. At this point
television is truly an addiction for the viewer.
- Identification and the
use of jargon, setting, in-jokes etc: Use cultural, national, historical
and personal references to build a connection and a familiar and
acceptable world for the viewer, one they will want to return to as it
provides validation, justification and identity. All things we crave as we
prefer to congregate and socialise than to live alone.
- Small amounts at a time:
Drip feed the stories on a weekly basis to increase the desire for a
viewer to come back for more. This way several stories can be strung along
at once during peak viewing, pulling in a steady audience number rather
than losing numbers as viewers get up and move about their lives. The
essential problem of any TV marathon is that viewers will need to get up
and go about their lives at odd intervals unpredictable to television
execs. They do their best with the scattering of advertising time (if you
stay you get brainwashed but if you go you're back in time for a reward)
but life can't always be conducted in five minute intervals.
Games
- Behavioural and brain sciences: From the desk of Microsoft
comes this, "Each contingency is an
arrangement of time, activity, and reward, and there are an infinite
number of ways these elements can be combined to produce the pattern of
activity you want from your players." - Behavioral Game
Design by John Hopson. Remember the rat in the maze,
mouse in the cage etc. with the reward and punishment system of
learning? Consider yourself the rat or mouse.
- To create the hours upon
hours of entertainment, instead of thinking of more plots and ideas they
simply punish you and send you back to the start. Because you're determined
and want that reward you restart instead of getting annoyed and dropping
the game.
- Use fact based or
instinctual based drives in creating the game: eating, obtaining cool
items (fantasy swords, wands and goblets) etc. When you take time, use effort and build your
skills to obtain an item it means the item has value, no matter what the
item is or if it is real or not. Your brain is tricked into thinking it is
important and will keep trying to obtain it when it isn't important at all
to gain anything or even play the game. It is a game. Oh, and the playing
hours can also be extended indefinitely by having you run after items of
no importance to the actual game, leaving you even more addicted and
counting scores like a gambling addict.
- Drop in
rewards at random indeterminate intervals so that the addiction to
pressing the button to see if you get that reward increases. You will
press the buttons faster as only by doing so will you potentially shorten
the period of time between rewards.
- Overpower
real rewards in real life by initially giving large numbers of rewards
fast (easy levels) so that you get used to rewards and will be willing to
fight harder (harder levels) for them when needed.
- Making
each step small or easy enough to keep the player from balking completely.
But include all the previous steps. This way there is no real reason to
say no, is there.
- Punishment
is given for not playing at all through peer pressure, encouraged by
advertising. Also, punishment is given if you stop hitting the button by
your collected rewards disappearing and your status lowering. Two cages to
run around in, both geared on punishment unless you do as you're told. The
reason you care about the loss at all is because of that time and effort
that went into the collecting.
- Make the
game more fun, challenging, relaxing and rewarding than everyday life in a
job or school. To do this, give autonomy, create complexity and provide
'proof' of the rewards of your toil. You will be more satisfied with the
life provided by games than your real life and you will return to the
gaming world over and over, buying more and more (games and systems) so
that you can continue to delve into the gaming world.
All
I can say is phew! I've missed the gaming and gambling addictions. I'll stick
to books thanks. Why? It doesn't seem to mess with my mind so much.
Books
- Escapism: Provide a world in which it is possible to escape the monotonous daily routines a reader generally goes through. The world provided takes you from the world you know while highlighting who and what we are.
- Dopamine works for pleasure but it also causes us to want, desire, seek and search. We can do this in active life or we can do this through delving into the recorded stories, history and lives of others. After a while the want and desire builds out of the search and eventually turns to like or a heightened desire for more and addiction. The flood of dopamine is addictive so you return to the behaviour that will create it. If reading was fun or pleasant, searching for information rewarding, then a reader will return to either the series or reading in general. If a particular read creates this response then anything by that author will likely succeed until the author really disappoints beyond forgiveness or fails to teach anything new.
- Seeking information and answers: The need to know is a deep instinct for humans living in a social situation and books often provide those answers. We record information simply for this purpose and seek books to alleviate the need.
- Anticipation: The length between books is often too great for mass anticipation but if an author is publicised enough, with old books reissued and new books advertised, sections are released and interviews are released, and throughout the gap between publications then anticipation can be built.
- Peer pressure: This is one of the greatest ways of making any particular book popular. Make it appear a bad thing that someone hasn't tried reading a book or approved of it. Never underestimate peer pressure. It is a menace and the publishing industry can use it to squash free thinking, ironic considering the publishing industry often brands itself as the bastion of free thinking and intellectualism. Just think Harry Potter...
- Small amounts at a time: Releasing sections, freebies and short stories to keep a reader interested can keep then interested in a particular series or publishing company. This needs to be done on a constant basis to create addiction.
- Conversion to pop culture via other media: Addiction to a story can be created by having it converted to another medium, namely television, movies or games as these are far more addictive in nature.
Suffice it to say, there is much the book publishing industry has to learn before books become as addictive as television and gaming. It explains the publishing industries loss of market share in the entertainment world. So, if there is much to learn then research what is being done using other mediums and adapt what can be to the publishing industry, though I wouldn't encourage negative reinforcement.
Things that can be used in book publishing (either by publisher or author):
- Freebies
- Multi-media addiction
- Pop culture references
- Drip feeding
- Reward systems
- Identification
- Symbolising the author and marketing
- Effective advertising
- Meets
- Events
- Long plot lines
- False connections
- Cliff hangers
- Publication timing
Some of this is already in play but not all and definitely not for every book written.
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