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  1. 99% Invisible
  2. Get Played with Roman Mars and Ben Brock Johnson
Get Played with Roman Mars and Ben Brock Johnson

Get Played with Roman Mars and Ben Brock Johnson

99% Invisible · Oct 3, 2025

99% Invisible's Roman Mars and WBUR's Ben Brock Johnson discuss their new series 'Hidden Levels' on how video games shape real-world design.

Video Game Terminology Like 'Level Up' Is Now Mundane Mainstream Language

Concepts once exclusive to gaming, like "leveling up," are now so common in everyday language that their origins are forgotten. This signifies deep cultural integration, where specialized vocabulary becomes so ubiquitous it's considered mundane.

Get Played with Roman Mars and Ben Brock Johnson thumbnail

Get Played with Roman Mars and Ben Brock Johnson

99% Invisible·5 months ago

Confusing Stove Knobs Reveal Systemic Design Flaws, Not User Error

Common frustrations, like chronically forgetting which stove knob controls which burner, are not personal failings. They are examples of poor design that lacks intuitive mapping. Users often internalize these issues as their own fault when the system itself is poorly designed.

Get Played with Roman Mars and Ben Brock Johnson thumbnail

Get Played with Roman Mars and Ben Brock Johnson

99% Invisible·5 months ago

For Busy Adults, Gaming Evolves from a Skill Grind to a Social Lifeline

As life commitments increase, gaming's purpose can shift from competitive achievement to being a crucial tool for maintaining social connections. It becomes a reliable weekly ritual for friends to connect, talk, and have "group therapy sessions" in a shared virtual space.

Get Played with Roman Mars and Ben Brock Johnson thumbnail

Get Played with Roman Mars and Ben Brock Johnson

99% Invisible·5 months ago

Video Games Rely on a 'Vestigial Vocabulary' of Illogical, Player-Learned Tropes

Unlike film, video games have developed a shared language of illogical but accepted tropes, like finding health items in trash cans. This assumed knowledge creates a cognitive barrier for new players, as literacy in one game is often required to understand another.

Get Played with Roman Mars and Ben Brock Johnson thumbnail

Get Played with Roman Mars and Ben Brock Johnson

99% Invisible·5 months ago

Great Product Design Exhibits 'Grok-able Affordance,' Making Function Obvious

Products like a joystick possess strong "affordance"—their design inherently communicates how they should be used. This intuitive quality, where a user can just "grok" it, is a key principle of effective design often missing in modern interfaces like touchscreens, which require learned behavior.

Get Played with Roman Mars and Ben Brock Johnson thumbnail

Get Played with Roman Mars and Ben Brock Johnson

99% Invisible·5 months ago

Playing Simple Games Can Counterintuitively Improve Auditory Focus

Engaging in a low-stakes, repetitive game (like tower defense or solitaire) while performing a primary auditory task (like listening to raw tape) can prevent mental drift. This secondary activity occupies just enough cognitive space to keep the mind from wandering, thereby enhancing focus on the main task.

Get Played with Roman Mars and Ben Brock Johnson thumbnail

Get Played with Roman Mars and Ben Brock Johnson

99% Invisible·5 months ago

'Roger Wilco' App Pioneered In-Game Voice Chat on 28k Modems in the Late 90s

Long before Discord, standalone apps like Roger Wilco pioneered in-game voice chat, remarkably running on 28.8k dial-up modems. Roman Mars, a QA tester for the app, reveals how its eventual sale funded his own career in podcasting, showing the ripple effects of early tech innovation.

Get Played with Roman Mars and Ben Brock Johnson thumbnail

Get Played with Roman Mars and Ben Brock Johnson

99% Invisible·5 months ago