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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Psychological Distances and Sunk Cost Fallacy

Jiang, Huangqi January 2022 (has links)
No description available.
2

Loss Aversion and Perspective Taking in the Sunk-Cost Fallacy

Tait, Veronika Rudd 01 December 2015 (has links)
The sunk-cost fallacy (SCF) occurs when an individual makes an investment with a low probability of a payoff because an earlier investment has already been made. It is considered an error because a rational decision should not factor in now-irretrievable investments, as they do not affect current outcome likelihoods. Previous research has measured the tendency to commit the SCF by using hypothetical scenarios in which participants must choose to make a future investment or not after making an initial investment. There are many theories as to why people commit the SCF. Loss aversion, which is the preference for uncertain over certain losses, may be related to the SCF. Dual-process theory, which views decision-making in terms of a fast, automatic process called system 1 and a slow, deliberate process called system 2, may also help to explain the SCF. In Experiment 1, participants were asked to complete a sunk-cost questionnaire in which the initial-investment types and amounts varied. They also completed an endowment-effect task as a measure of loss aversion. The SCF was committed most often when the initial investment was large compared to small and most often with money, less with time, and least with effort. There was an interaction effect in which small differences were seen in the SCF between time, effort, and money when the initial investment was small, and differences grew larger as the initial investment increased. Loss aversion displayed a non-significant negative relation with the SCF. In Experiment 2, participants completed a sunk-cost questionnaire in which they were asked to respond as they normally would and then from the perspective of a fictional person described as a logical decision maker. In cases in which they committed the SCF, they were asked to indicate why they continued to invest. They also completed a risky-lottery loss-aversion task. As seen in Experiment 1, the SCF was more likely when initial investments were greater and occurred most when the initial investment was money, less when it was time, and least when it was effort. Loss aversion had a significant but small negative relation with SCF scores. There was no effect of perspective taking. It may be that the SCF is simply due to the over-application of the personal rule “don't waste”, as not wanting to be wasteful was the most-common reason participants gave for why they committed the SCF.
3

Grinding from a Player’s and Game Designer’s Point of View

Perdomo, Patrick January 2021 (has links)
Frequently in MMORPGs, players will encounter something known to players as farming or grinding. Grinding is a controversial matter in the gaming community, as many do not enjoy it and see it as a sign of lazy and poor game design. However, it is a difficult topic to argue as whatever is a grind, differs for each person. To elevate the discussion about grinds in the gaming community, this paper aims to give a definition of grinds and answer how they are perceived by players and designers alike. Grinds are argued to be dull, tedious and monotonous, but they are ever prevalent in games today.  To find what differentiates between a satisfying or waste of time grinding, this paper also aims to discover what makes a grind enjoyable, and when they are appropriate.  The results of this paper are built upon previous works and media on game design and grinds. Interviews were held with players that grind to get a deeper understanding of what drives players to grind. The results define grinds as the act of doing something repeatedly for one's own gain. Seven sub-grinds that are found in different games were defined, each with varying characteristics. Grinds are not inherently bad, despite the negative connotations. They are like any other aspect of a game, they can be executed well or poorly. The developers' responsibility is to design a well-balanced grind that does not hinder players from doing what they like and deliver a satisfying experience.

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