# Addiction by design

> ## Introduction: Mapping the Machine Zone

## Introduction: Mapping the Machine Zone

## Part One: Design

### Chapter 1. Interior Design for Interior States: Architecture, Ambience, and Affect

### Chapter 2. Engineering Experience: The Productive Economy of Player-Centric Design

### Chapter 3. Programming Chance: The Calculation of Enchantment

## Part Two. Feedback

### Chapter 4. Matching the Market: Innovation, Intensification, Habituation

### Chapter 5. Live Data: Tracking Players, Guiding Play

### Chapter 6. Perfect Contingency: From Control to Conpulsion

## Part Three: Addiction

### Chapter 7. Gambled Away: Liquidating Life

### Chapter 8. Overdrive: Chasing Loss, Playing to Extinction

## Part Four: Adjustment

### Chapter 9. Balancing Acts: The Double Bind of Therapeutics

### Chapter 10. Fix upon Fix: Recipes for Regulating Risk

## Conclusion: Raising the Stakes

## Quotes

[Embodied cognition](https://wiki.g15e.com/en/pages/Embodied%20cognition.txt):

> Yet over the course of repeated play something closer to what Ihde calls the "embodied relation," in which a person feels that a technological object is an extension of his own cognitive and even motor capacities, replaces a sense of the machine's alterity. "The machine is perfected along a bodily vector, molded to the perceptions and actions of humans," Ihde writes of technologies designed to promote a sense of embodiment. "The closer to invisibility, transparency, and the extension of one's own bodily sense this technology allows, the better." … "I get to the point where I no longer feel my hand touching the machine," Randall told me. "I feel connected to the machine when I play, like it's an extension of me, as if physically you couldn't separate me from the machine."