.Pennywise
Gold Member
There's thing thing that marketing studies discovered to make people buy and get attached to things, and it's called the FOMO strategy. FOMO stands for Fear Of Missing Out, and it's believed to be some kind of social anxiety:
en.wikipedia.org
Now we're not here to talk about social anxiety. But we're here to talk about how the videogame industry uses this FOMO effect to keep people buying things through microtransactions, keep you playing their games, and even gamble without noticing it.
Maybe you think you haven't been deceived into this method, but in today's standard for the gaming industry, it's quite hard to find anyone who hasn't been affected by it in some way or another. (Let me just tell you that if sometime you completed a "daily" or "weekly" quest, or you played any game because they gave double XP at the time, then you got FOME'd)
Let's see some examples of how the FOMO effect is used in videogames:
The list can go on and on.
The prime example of FOMO used in videogames is the so called Battle Pass. This thing is often used in GAAS' videogames, and they use ALL the weapons this strategy has: limited content, timed content, exclusivity content, lootboxes (gamble), timed XP rewards, etc.
Even a game took this effect and was made entirely around it: Destiny 2.
So when Destiny 2 went free, a lot of people felt totally lost when they started the game, They didn't know what was going on, what was the plot, what were they supposed to do and why. Most people wouldn't even speak with the right NPC to start the first quest. Why? Because the game was designed so that the world(s) are permanently evolving with the story, with or without the player. The developers wanted to create a sense of you've had to be there, and if you didn't, then you lost your chance, so you either play this game regularly or you'll miss out.
So, have you been affected by the FOMO effect?
Fear of missing out (abbreviated as FOMO) is a social anxiety[2] stemmed from the belief that others might be having fun while the person experiencing the anxiety is not present. It's characterized by a desire to stay continually connected with what others are doing.[3] FOMO is also defined as a fear of regret,[4] which may lead to concerns that one might miss an opportunity for social interaction, a novel experience, a profitable investment, or other satisfying events.[5] Thus, it maintains a fear of making a bad decision about how to spend one's time.

Fear of missing out - Wikipedia

Now we're not here to talk about social anxiety. But we're here to talk about how the videogame industry uses this FOMO effect to keep people buying things through microtransactions, keep you playing their games, and even gamble without noticing it.
Maybe you think you haven't been deceived into this method, but in today's standard for the gaming industry, it's quite hard to find anyone who hasn't been affected by it in some way or another. (Let me just tell you that if sometime you completed a "daily" or "weekly" quest, or you played any game because they gave double XP at the time, then you got FOME'd)
Let's see some examples of how the FOMO effect is used in videogames:
- Timed content: If you've played some in-game event, say Summer, Winter, Christmas, Halloween, etc. event, then you've been part of the FOMO effect.
- Limited content: We know that digital goods can be infinite. But we also know that what's inifinite doesn't cost as much as what is scarce. So that's why companies make digital goodies artificially limited.
- Limited availability: The first X amount of people to do Y gets Z ! Go before it's gone!
- Showing numbers: "Fluff Night has 100 billion people playing weekly!" Yes, when you see companies flexing their playerbase, you're actually seeing the FOMO strategy in action. And if you asked yourself what's with this game that all this people is playing after seeing those numbers, if you even searched for the game, you've been tricked by this method.
The list can go on and on.
The prime example of FOMO used in videogames is the so called Battle Pass. This thing is often used in GAAS' videogames, and they use ALL the weapons this strategy has: limited content, timed content, exclusivity content, lootboxes (gamble), timed XP rewards, etc.
Even a game took this effect and was made entirely around it: Destiny 2.
So when Destiny 2 went free, a lot of people felt totally lost when they started the game, They didn't know what was going on, what was the plot, what were they supposed to do and why. Most people wouldn't even speak with the right NPC to start the first quest. Why? Because the game was designed so that the world(s) are permanently evolving with the story, with or without the player. The developers wanted to create a sense of you've had to be there, and if you didn't, then you lost your chance, so you either play this game regularly or you'll miss out.
So, have you been affected by the FOMO effect?