Product 2020
With Great Addiction, Comes Great Responsibility
About this presentation
When 0.4% of all users of Candy Crush generate more than 50% of the game's revenues, when attention translates directly into revenue, where a small number of super-users of platforms generate most of the content on those platforms, the line between "habit" and "addiction" has become well and truly blurred. Games, apps and online services are explicitly designed to trigger the same kinds responses as addictive substances and behaviours. In this presentation Raymond Dellar will dissect how these addiction loops are built into products and the psychology behind why it works. He'll conclude by considering how we can use these lessons to help and improve our customer's lives, instead of draining them.