'The Psychology Of Games': The Psychology of Microsoft Points
May 15, 2011 12:00 AM |
[Continuing his regular look at game-related psychology issues for GameSetWatch, Jamie Madigan looks at how points-based purchasing systems affect how we think about money.]
Ever bought something from Xbox Live Arcade? The first time you may have been a bit bamboozled by the process because Microsoft doesn’t just let you put $15 on your credit card to buy a new game; purchases are done in “Microsoft Points” that you deposit into a kind of virtual wallet. Then you spend the points on stuff. And Microsoft isn’t the only one --Sony and Nintendo have similar systems, and Valve has even rolled out a “Steam Wallet” for in-game microtransactions.
Gamers possessed of equal parts suspicion and curiosity may wonder why our gaming overlords adopted such a strange system instead of just letting us pay real money for our purchases. Sure, it lets parents put finite funds in kids’ accounts and lets you buy points on gift cards, but are there psychological factors at play with these kinds of point-based systems that affect how we spend our money? I’m glad you asked, because yes there are. And what’s more, Microsoft may be missing a chance at getting us to pay more. Let’s take a closer look.
The Psychology of Waste Aversion
Leaving money on the table or in our Xbox Live account (or our Playstation Network account or our Wii Shop account) makes most of us a bit uncomfortable because it feels wasteful. Hal Arkes, who pioneered the study of the psychology of waste, theorized that this is a holdover from what’s called “the sunk cost effect.” This is when not losing unrecoverable money you’ve already sunk into a losing proposition becomes the main justification for throwing new money in.
Categories: Column: The Psychology Of Games




[Continuing his regular look at game-related psychology issues, Jamie Madigan examines what studies of fairness in the workplace can tell us about how people react to "nerfing" in MMOs]
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