[game_edu] What is the name for this principle?
Jim Parker
jparker at ucalgary.ca
Thu Jun 7 11:00:59 EDT 2012
Thanks!
Okay, loss aversion by majority vote. But how does the deadline fit in?
That is in my case a key factor - the target is moving off of the screen
and the player feels a strong need to deal with it. If the targets moved
more slowly or more quickly, would the effect be different?
I could see the effect peaking at a particular speed and then falling
off quickly as the player simply gave up.
Jim
On 6/7/2012 8:45 AM, Maria Droujkova wrote:
> On Tue, Jun 5, 2012 at 2:42 PM, Jim Parker <jparker at ucalgary.ca
> <mailto:jparker at ucalgary.ca>> wrote:
>
>
> Now, this is a pathological instance and the player's age is
> certainly a factor, but I think it's a bit more than a basic fear of
> losing. Still, I'm open to the thought.
>
>
> I have to go with loss aversion (which is something completely different
> from the fear of losing at a game, by the way). People are more afraid
> of losing stuff they have, than of not gaining new stuff.
>
> In the clown-on-a-fuse game you describe, the mechanism is also the
> natural empathy with the character. Players will want to rescue
> characters in distress and to prevent harm done to characters, if they
> bond with characters at all.
>
>
> Cheers,
> Maria Droujkova
> 919-388-1721
>
> Make math your own, to make your own math
>
>
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