Game design can be influenced by many different fields. Among them, psychology is one of the most interesting, because it suggests ways that players might act that don’t necessarily go hand in hand with the actual mechanics presented in a game. Thus this week I’m kicking off the start of what I hope will become a series on psychology, with a look at loss aversion and gaming.
I found one of the best discussions of loss aversion at Usabilia, which describes loss aversion thus:
Loss aversion is a human characteristic that describes how people are intrinsically afraid of losses. When compared against each other people dislike losing more than they like winning. Thus losses loom larger than gains even though the value in monetary terms may be identical.
There isn’t much question on the existence of loss aversion. Instead, the modern scientific articles on the topic tend to focus more on why it occurs and what its boundaries on. I think some of those issues could be intriguing for a follow-up article, but for the moment I want to concentrate on the core of loss aversion as it applies to game design.