Game designer, Roger Dickey, is trying to prove a very valid point. Roger Dickey is attempting to show that games (specifically apps) can be based on ANYTHING and still maintain the consumers attention. I noticed that games often contained pointless themes a few years ago when I heard about "Make It Rain: The Love of Money." The objective of the aforementioned game is to tap on money, get more money, and waste your time gaining virtual funds. Game consultant Nir Eyal says,"...these games have underpinnings in consumer psychology." Dickey wanted to say if you could make an addictive game out of anything. Dickey tasked his game designing team to make an addictive app about toast. That's right, toast. The psychology of the game occurs when leveling up, which increases dopamine;also, time pressure is factored in and it produces adrenaline, says Shokrizade. They plan on making money from the game by introducing an obstacle, (called "fun pain") that players can pay for to evade. I've seen these methods used in games like "Candy Crush" and "Subway Surfer." But, what does it say about society if we are persuaded so easily to waste time on apps with little though behind them? Nowadays, our attention is quickly gained by meaningless things and game designers are taking advantage of that. There are people in the game industry migrating to specific positions to form the new pointless app. So how do you feel knowing game designers are calculating what type of apps you'll like, waste time with, and even financially invest in? And what do you think the next pointless--but, popular-- game will be about?

Roger Dickey the game designer and entrepreneur.
Smith, Stacey V. "You Can Create A Hit Video Game About Anything. Even Making Toast." (n.d.): n. pag. National Public Radio. Web. 12 Oct. 2014.