

Chapter 1
The anatomy of a loop: Action, feedback, and reward
Chapter 2
The psychological triggers: Dopamine and the brain
Chapter 3
The history of hook mechanics: From arcades to modern screens
Chapter 4
The dark side and ethical design: Compulsion vs. play
Ch 1 · The anatomy of a loop: Action, feedback, and reward

nintendo A repetitive cycle turns actions like jumping into sensory feedback like coin sounds and point rewards that prompt the next move.
Quiz
What is the correct sequence of the three basic elements that make up a game's core loop?
Quiz
In game design, why is the reward at the end of a core loop designed to open new possibilities?

nintendo Game loops balance instant actions like sword swings with weeks-long armor quests.
Fun Fact
The first coin-op: The prototype cabinet for Pong, installed in 1972, stopped working because its coin box was physically jammed full of quarters.
Glossary
game loop (noun)
A repeating cycle of player actions and responses that forms the primary gameplay experience. Sid Meier famously engineered Civilization around overlapping gameplay cycles to sustain player engagement.
A repeating cycle of player actions and responses that forms the primary gameplay experience. Sid Meier famously engineered Civilization around overlapping gameplay cycles to sustain player engagement.