Quote:Original post by LynxJSA That's a very diffrent situation, though, than
Quote: "I think it's part of people justifying their expenditure. If you're paying every month for a service, in order to justify it to yourself you have to make the most of it. Any time spent NOT using that service is money down the drain."
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You're talking about someone opting to buy a new item (armor, weapon, outfit, etc) or buff (xp, speed, pet, etc) and then enjoying the item they bought, whereas he was saying the reason people continue playing MMOs was because they are paying a subscription for a service and then feeling like they're obligated to play the game since it is already paid for. |
That really sounds one and the same to me. You are saying that its one thing to feel obligated to use an item [in a game] because you paid for it, but your not obligated to play a game because you paid for it? That is some strange logic you have going there bub.
It is actually very known phychology:
excerpt from: http://hbswk.hbs.edu/item/3107.htmlFor instance, in the current research with Dilip Soman, we look at how different pricing strategies affect the consumption of a product. We find that people are more likely to consume a product when they feel "out of pocket." When the price paid for a product is very salient, they want to "get their money's worth," so to speak. The net result is that consumers are more likely to consume when a price is vivid and fresh than when it is obscured or distant. In the case of a health club, this means that members are more likely to go to the gym right after having made payments than later on in their memberships. Similarly, people are more likely to go to a ball game when they have purchased tickets to a single game than when they purchased tickets to multiple games. In the first case, the cost of that game is quite salient. In the second case, the cost of any one game is bundled with the costs of all the other games.