1) The document discusses how behavioral economic concepts like loss aversion can influence player decisions and game mechanics in social games like those on Facebook.
2) Common game mechanics are linked to decision-making biases found to "nudge" human choices, like the sunk cost fallacy encouraging continued play.
3) The author hypothesizes how status quo bias, goal gradients, and other effects could be implemented in games through default options, progression systems, and anchoring quotas to influence retention and monetization.
The past 15 years of social science research have seen an explosion in curiosity surrounding video games as a legitimate object of study – a medium that traces its roots back to at least the 1950s. While early research on games tended to quixotically focus on the anti-social effects of video games on users, emerging perspectives consider myriad uses and functions of video games as a psychological, communicative, and social tools. Much of this diversity can be attributed to a renewed focus on the player, with scholars working to understand the experience of the “squishy bits” behind the computer screen. Drawing from a variety of original studies, the presentation will translate player-focused media research to a diverse audience of designers, programmers and researchers. Topics covered include the mechanics of cognitive skill and game challenge, psychology of audience effects, habitual and (morally) intuitive decision-making, the social nature of player-avatar relationships, and the overall complexity of entertainment experiences as “more than just games.”
Game Theory & Emotional Measurement by Alex Batchelor of BrainJuicer - Presen...InsightInnovation
Human beings use two systems to make their decisions. The fast, intuitive, emotional, system 1 is more powerful, and used more often, than the slower, more cognitively stressful, system 2. But the apparatus of research – be it the survey or the focus group – is designed to investigate system 2, even though it is rarely engaged in making actual consumer decisions. These are the principles of behavioural economics, and most marketers now agree that it is the key to how consumers make decisions about their brands. How do you apply the insights derived from a behavioural lens to create better business effects in your organization? Alex Batchelor, COO, shares how BrainJuicer’s Behavioural Model can be a blueprint for helping companies turn better human understanding into business advantage, especially at the shopper’s moment of truth.
Term: 2017-2018 FALL SEMESTER,
Course Name: DECISION THEORY AND ANALYSIS
Department: Industrial Engineering
University: Sakarya University
Lecturer: Halil İbrahim Demir (hidemir.sakarya.edu.tr)
Presenter: Caner Erden (cerden.sakarya.edu.tr)
The past 15 years of social science research have seen an explosion in curiosity surrounding video games as a legitimate object of study – a medium that traces its roots back to at least the 1950s. While early research on games tended to quixotically focus on the anti-social effects of video games on users, emerging perspectives consider myriad uses and functions of video games as a psychological, communicative, and social tools. Much of this diversity can be attributed to a renewed focus on the player, with scholars working to understand the experience of the “squishy bits” behind the computer screen. Drawing from a variety of original studies, the presentation will translate player-focused media research to a diverse audience of designers, programmers and researchers. Topics covered include the mechanics of cognitive skill and game challenge, psychology of audience effects, habitual and (morally) intuitive decision-making, the social nature of player-avatar relationships, and the overall complexity of entertainment experiences as “more than just games.”
Game Theory & Emotional Measurement by Alex Batchelor of BrainJuicer - Presen...InsightInnovation
Human beings use two systems to make their decisions. The fast, intuitive, emotional, system 1 is more powerful, and used more often, than the slower, more cognitively stressful, system 2. But the apparatus of research – be it the survey or the focus group – is designed to investigate system 2, even though it is rarely engaged in making actual consumer decisions. These are the principles of behavioural economics, and most marketers now agree that it is the key to how consumers make decisions about their brands. How do you apply the insights derived from a behavioural lens to create better business effects in your organization? Alex Batchelor, COO, shares how BrainJuicer’s Behavioural Model can be a blueprint for helping companies turn better human understanding into business advantage, especially at the shopper’s moment of truth.
Term: 2017-2018 FALL SEMESTER,
Course Name: DECISION THEORY AND ANALYSIS
Department: Industrial Engineering
University: Sakarya University
Lecturer: Halil İbrahim Demir (hidemir.sakarya.edu.tr)
Presenter: Caner Erden (cerden.sakarya.edu.tr)
Designing Virtual Currency by Breaking (Almost) Every Rule in the Economics T...Vili Lehdonvirta
Presentation given at Game Developers Conference 2012 on 7 March. See the notes tab below for partial transcript. Abstract:
Many games today feature virtual money of some sort, whether a "hard currency" sold for real money or a "soft currency" earned through play. The question that this lecture answers is, how do you design money? Not how do players obtain money, nor how do they spend it - but how do you design the money itself. Economists have identified around a dozen attributes of a good money - the kind of money that makes an economy efficient. These attributes make a great guideline for designing serious digital currencies. But in game design, we don't always want things to be efficient - we might want them to be challenging and fun instead. In this lecture, we therefore turn the economists' advice on its head and come up with a guideline for designing "bad money"! Both historical and virtual examples are included.
http://virtualeconomists.com
Knowledge Map of the Virtual Economy: an IntroductionVili Lehdonvirta
Presentation introducing the World Bank virtual economy report, which is available at http://www.infodev.org/en/Document.1076.pd.
Delivered at the FPD Forum, 7 April 2011, Washington D.C.
I provide a (very) brief introduction to game theory. I have developed these notes to
provide quick access to some of the basics of game theory; mainly as an aid for students
in courses in which I assumed familiarity with game theory but did not require it as a
prerequisite
Designing Virtual Currency by Breaking (Almost) Every Rule in the Economics T...Vili Lehdonvirta
Presentation given at Game Developers Conference 2012 on 7 March. See the notes tab below for partial transcript. Abstract:
Many games today feature virtual money of some sort, whether a "hard currency" sold for real money or a "soft currency" earned through play. The question that this lecture answers is, how do you design money? Not how do players obtain money, nor how do they spend it - but how do you design the money itself. Economists have identified around a dozen attributes of a good money - the kind of money that makes an economy efficient. These attributes make a great guideline for designing serious digital currencies. But in game design, we don't always want things to be efficient - we might want them to be challenging and fun instead. In this lecture, we therefore turn the economists' advice on its head and come up with a guideline for designing "bad money"! Both historical and virtual examples are included.
http://virtualeconomists.com
Knowledge Map of the Virtual Economy: an IntroductionVili Lehdonvirta
Presentation introducing the World Bank virtual economy report, which is available at http://www.infodev.org/en/Document.1076.pd.
Delivered at the FPD Forum, 7 April 2011, Washington D.C.
I provide a (very) brief introduction to game theory. I have developed these notes to
provide quick access to some of the basics of game theory; mainly as an aid for students
in courses in which I assumed familiarity with game theory but did not require it as a
prerequisite
J.D. Fletcher, Institute of Defense Analyses and Sigmond Tobias, SUNYSeriousGamesAssoc
"On Tour in the Garden of Empirical Analysis"
The authors report findings, both solid and speculative, after six years of an ongoing effort to collect, organize, and understand all available empirical research on the use of games to create environments in which people learn.
Behavioral Finance for Financial PlannersRussell James
A review of several behavioral economics / behavioral finance concepts and examples of how to apply the dual-self economic model to advising clients in a financial planning context.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
1. Perspective from Behavioral Economics to Analyzing Game Design Patterns: Loss aversion in Facebook games Juho Hamari Helsinki Institute for InformationTechnology HIIT The papercanbefoundhere
2. “a [good] game is a series of interesting choices” – Sid Meier (the father of Civ games)
3. But what happens when games are designed to direct “real-world” choices? Gamification
8. In the following slides some of the most common game mechanics in Facebook games are linked to decision making biases that have been found to nudge our decision It becomes increasingly important to think how game mechanics affect our decision making
9. One perspective:Behavioral economics Behavioral economics = the study of human decision making Prospect theory = the perceived value is based on changes in wealth (reference-dependent) Loss aversion = “Losses loom larger than corresponding gains” Kahneman & Tversky (1979)
12. Endowment effect (Kahneman, Knetsch & Thaler 1991) People feel losses directed to owned goods more strongly than losses which ownership has not been established Implementation: The player is more likely to return to tend the endowments than in a situation where the player would have been simply given the same good(s). (The value function of prospect theory would suggest that) A stick has a bigger impact than a carrot
13. Sunk-cost fallacy(Kahneman & Tversky 1979; Arkes & Blumer 1985) Rational player would: Not account for (sunk)costs which have already incurred What happens: When we put effort to an activity we are reluctant to discontinue it
14. Sunk-cost fallacy(Kahneman & Tversky 1979; Arkes & Blumer 1985) Implementation: “Appointment dynamic” The sunk-cost in plowing the field and planting seeds increases the perceived desirability of returning to the game Enticing players to buy keys to open crates in Team Fortress 2 Enticing players to come back before crops wither away
15. Status-quo effect (Kahneman, Knetsch & Thaler 1991; Samuelson & Zeckhauser 1988) Status-quo effect: People have a tendency to select an alternative that is anchored as the default for them Implementation: “Would you like to share wealth with friends [x] Yes, [] No.” Price anchoring in CityVille
16. Insensitivity to income changes(Bowman et al. 1999 in Camerer 2001) Bias: People have a tendency to continue the same rate of consumption regardless of negative income changes Implementation: Free “starter” currency The expectation is that the player gets used to the level of currency and tends to continue the same level of consumption regardless of negative changes is available currency
18. Quota anchoring(Camerer et al. 1997) Bias:People have a tendency to adhere to quotas they set themselves or that are set for them Implementation: Daily quests anchor a daily quota for players. Not completing the suggested set of daily quests would yield strong dissatisfaction, making the player more likely to spend more time playing
19. Goal-gradient effect(Hull 1932, Kivetz et al. 2006) Bias: The nearer to a completion of a goalplayergets the quickershecompletesit Mechanic: Leveling, progression Games use different kinds of progression metrics to reinforce this effect
20. Endowment progress effect(Nunes & Drèze 2006) Bias:If a player has already gained some progression for free, the more likely she is to complete the challenge Mechanic: Free experience points or XP bonus (e.g. rested in World of Warcraft) In many games players are given some initial progress for free
21. a humble note The presented decision making biases are presented here as hypotheses to how some of the game mechanics affect our decision making. To be absolutely certain about which biases and to what degree they affect our decision making in game contexts, we have to conduct empirical test.
23. References (behavioral economics) Arkes, H. R., & Blumer, C. (1985). The psychology of sunk cost. Organizational Behavior and Human Decision Processes 35(1),124-140. Camerer, C, F. (2001). Prospect theory in the wild: Evidence from the field. In Choices, Values, and Frames, 288-300. Cambridge: Cambridge University Press. Camerer, C, F., Babcock, L., Loewenstein, G., & Thaler, R. (1997). Labor Supply of New York City Cab Drivers: One Day at a Time. Quarterly Journal of Economics, 111, 408-41. Hull, C. L. (1932).The Goal Gradient Hypothesis and Maze Learning. Psychological Review, 39, 25-43 Kahneman, D., Knetsch, J., & Thaler, R. (1991). The Endowment Effect, Loss Aversion, and Status Quo Bias: Anomalies. Journal of Economic Perspectives, American Economic Association, 5(1), 193-206. Kahneman, D. & Tversky, A. (1979). Prospect theory: An analysis of decisions under risk. Econometrica, 47, 313–327. Kivetz, R., Urminsky, O., & Zheng, Y. (2006). The Goal-Gradient Hypothesis Resurrected: Purchase Acceleration, Illusionary Goal Progress, and Customer Retention. Journal of Marketing Research, (February 2006), 39-58. Nunes, J., & Drèze, X. The Endowed Progress Effect: How Artificial Advancement Increases Effort. Journal of Consumer Research, 2006, 32 (4), 504-12. Samuelson, W., & Zeckhauser, R. (1988). Status quo bias in decision making. Journalof Risk and Uncertainty 1 7-59.
24. References(marketing in social games) Hamari, J. (2011). Perspectives from behavioral economics to analyzing game design patterns: loss aversion in social games. CHI'2011 Social games workshop. Hamari, J., & Järvinen, A. (2011). Building Customer Relationship through Game Mechanics in Social Games. In M. Cruz-Cunha, V. Carvalho & P. Tavares (Eds.),Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments. Hershey, PA: IGI Global. Hamari, J., & Lehdonvirta, V. (2010). Game design as marketing: How game mechanics create demand for virtual goods. International Journal of Business Science & Applied Management, 5(1), 14-29.