A note from Sary

After the game put you in an uncomfortable position to buy a health increase to save the troop, it starts showing you how great of an achievement you accomplished (Core Drive 2: Development & Accomplishment). and the rewards or trophies you have obtained (Core Drive 4: Ownership & Possession) because you have beaten the boss. On top of that, your teammate will often start cheering for you (Core Drive 5: Social Influence & Relatedness), "Wow! You spent real money just to save our troop. You are our hero!" Being sprinkled by all this emotional confetti, people often start to think, "Hmm, maybe that was $10 well spent after all!" And this eventually trains their brains to be more open to spending the next $10 to buy energy and defeating the boss when necessary.

Sary Actionable Gamification, page 394 · August 23, 2023 Save to shelf
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