diff --git a/The-Psychology-Behind-the-Addictive-Gameplay-of-Tower-Rush.md b/The-Psychology-Behind-the-Addictive-Gameplay-of-Tower-Rush.md
new file mode 100644
index 0000000..31b9e92
--- /dev/null
+++ b/The-Psychology-Behind-the-Addictive-Gameplay-of-Tower-Rush.md
@@ -0,0 +1,15 @@
+
Have you ever wondered why it is so difficult to put your phone down after just one match?
+
From the bright flashing colors to the satisfying sound effects, every element is meticulously crafted.
+The Short Gameplay Loop
+
Because a game only takes three minutes, it is incredibly easy to justify playing just one more.
+
It perfectly fits into the micro-moments of our daily lives, like waiting for a bus or during a coffee break.
+Fast matches reduce fatigue.Defeats are easily forgotten.The fast pace demands total concentration.
+The Reward Schedule
+
The way the game distributes rewards is based on a well-known psychological concept called variable ratio reinforcement.
+
It is the exact same psychological principle that makes slot machines so incredibly engaging.
+EmotionGame CauseAngerFacing overleveled opponentsEuphoriaWinning a match with one hitpoint left on your tower
+Avoiding Burnout
+
It is important to recognize when you are playing out of frustration rather than actual enjoyment.
+
Remember that the virtual trophies and ranks are designed to keep you on the treadmill indefinitely.
+
+If you loved this article and you would like to be given more info relating to [tower rush](https://git.esen.gay/jewellcopeley5) generously visit the page.
\ No newline at end of file