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@ -91,15 +91,15 @@ contents:
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- Emotional trigger
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- Strong emotional reactions are tied to the financial elements.
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- Pleasure.
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- Thrill.
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- Excitement.
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- Desire.
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- Disappointment.
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- Pleasure
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- Thrill
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- Excitement
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- Desire
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- Disappointment
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- "Even if you don't get exactly what you wish for, you will get something, and you feel somehow rewarded."
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- "It's collectable."
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- Incremental rewards.
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- Incremental rewards
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- It is disguised as safe and innocent.
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- You can keep opening loot boxes forever.
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@ -113,10 +113,10 @@ contents:
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of it.
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- Loot box as currency exchange
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- The game coin.
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- Collectible item.
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- Real money.
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- Power-Up.
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- The game coin
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- Collectible item
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- Real money
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- Power-Up
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- Designed to be addictive
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- Very real addictive mechanisms.
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@ -157,9 +157,9 @@ contents:
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potentially forever.
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- From habit to addiction.
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- You pay money to obtain something new.
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- Risk.
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- Ritual.
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- Destiny.
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- Risk
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- Ritual
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- Destiny
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- It hacks the temporality of a game.
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- |-
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@ -198,12 +198,12 @@ contents:
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- |-
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FOMO (fear of
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missing out).
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missing out)
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- The surprise mechanism and exclusivity of the loot box creates a constant FOMO.
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- Peer pressure.
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- Social pressure.
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- Peer pressure
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- Social pressure
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- Individual engagement
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- A personalized 1 to 1 interaction.
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- 1 to machine interaction.
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- A personalized 1 to 1 interaction
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- 1 to machine interaction
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---
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