What is this really?
Vindices2020
Member Posts: 11 ★
Has anyone else entertained the idea that this might be more than a game. A subtle, long-term sociological experiment in player behavior? Consider this, the game launched with the promise of fun, rewarding progression, where players could earn their favorite Marvel heroes. But as the years passed, the game’s structure shifted towards monetization strategies. Rewards once gained through gameplay now require transactions, promises of game improvements are often deferred, yet the player base persists.
From a sociological perspective, it’s almost like a study in operant conditioning, where infrequent but highly desired rewards (your favorite characters or items) keep us returning. Or perhaps it’s an examination of the sunk cost fallacy, where players continue investing time and money because they’ve already spent so much. Maybe they’re testing social identity theory, tapping into our desire to affiliate with Marvel’s beloved characters we identify with, which strengthens our connection to the game.
There’s even a case for examining group cohesion, as players form alliances, band together in war, and develop a shared culture within the game’s ecosystem. How far will social bonds and collective identity keep people playing despite frustration? The core question might be, are we willingly participating in a social control experiment designed to maximize engagement and spending through minimal content improvements?
In the end, you have to wonder, are we the ones playing the game, or are we the subjects of an ongoing experiment in consumer behavior, where the developers are measuring how much we’ll tolerate, how much we’ll spend, and how far our attachment to Marvel will carry us?
From a sociological perspective, it’s almost like a study in operant conditioning, where infrequent but highly desired rewards (your favorite characters or items) keep us returning. Or perhaps it’s an examination of the sunk cost fallacy, where players continue investing time and money because they’ve already spent so much. Maybe they’re testing social identity theory, tapping into our desire to affiliate with Marvel’s beloved characters we identify with, which strengthens our connection to the game.
There’s even a case for examining group cohesion, as players form alliances, band together in war, and develop a shared culture within the game’s ecosystem. How far will social bonds and collective identity keep people playing despite frustration? The core question might be, are we willingly participating in a social control experiment designed to maximize engagement and spending through minimal content improvements?
In the end, you have to wonder, are we the ones playing the game, or are we the subjects of an ongoing experiment in consumer behavior, where the developers are measuring how much we’ll tolerate, how much we’ll spend, and how far our attachment to Marvel will carry us?
12
Comments
we promise goodies in november
One serving doesn’t equal one bottle.
That would seem to put a monkey wrench in your PhD thesis.
Now it all becomes clear.
Dr. Zola