Chapter 1: When the Surreal Blends into our World

How a Game changed my Life

On a seemingly regular morning in 2003, I woke up feeling different. I felt utterly unenthusiastic about the new day. There was nothing to look forward to – no demons to slay, no gears to perfect, no drops to loot and no Excel spreadsheets to strategize on. That was the first morning after I decided to quit Diablo II, a computer based role-play-game (RPG) developed by Blizzard Entertainment.

And I felt extremely empty.

Little did I know that I was going through one of the most treacherous effects stemming from black hat game design. Something I now call the “Sunk Cost Prison.”

But it was that morning, that I also had the most impactful epiphany in my life, something ...

Get Actionable Gamification now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.