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  2. Loss aversion - Wikipedia

    en.wikipedia.org/wiki/Loss_aversion

    A loss of $0.05 is perceived with a much greater utility loss than the utility increase of a comparable gain. Loss aversion is a psychological and economic concept, [ 1] which refers to how outcomes are interpreted as gains and losses where losses are subject to more sensitivity in people's responses compared to equivalent gains acquired. [ 2]

  3. List of highest-grossing media franchises - Wikipedia

    en.wikipedia.org/wiki/List_of_highest-grossing...

    Pokémon: Giratina & the Sky Warrior – $42 million. Pokémon: Arceus and the Jewel of Life – $40 million. Pokémon the Movie: Black—Victini and Reshiram and White—Victini and Zekrom – $50 million. Pokémon the Movie: Hoopa and the Clash of Ages – $21 million.

  4. Rebate (marketing) - Wikipedia

    en.wikipedia.org/wiki/Rebate_(marketing)

    Rebate (marketing) In marketing, a rebate is a form of buying discount and is an amount paid by way of reduction, return, or refund that is paid retrospectively. It is a type of sales promotion that marketers use primarily as incentives or supplements to product sales. Rebates are also used as a means of enticing price-sensitive consumers into ...

  5. Video game crash of 1983 - Wikipedia

    en.wikipedia.org/wiki/Video_game_crash_of_1983

    The video game crash of 1983 (known in Japan as the Atari shock) [ 1] was a large-scale recession in the video game industry that occurred from 1983 to 1985 in the United States. The crash was attributed to several factors, including market saturation in the number of video game consoles and available games, many of which were of poor quality.

  6. Free-to-play - Wikipedia

    en.wikipedia.org/wiki/Free-to-play

    In 2020, a study from Germany concluded that some free-to-play games use the "money illusion" as a form to hide the true cost of products. When they examined the game Fortnite , they found that since the in-game currency does not have a unique exchange rate, it can conceal the true cost of an in-game purchase, resulting in players potentially ...

  7. History of online games - Wikipedia

    en.wikipedia.org/wiki/History_of_online_games

    History of online games. Online games are video games played over a computer network. [ 1] The evolution of these games parallels the evolution of computers and computer networking, with new technologies improving the essential functionality needed for playing video games on a remote server. Many video games have an online component, allowing ...

  8. Price discrimination - Wikipedia

    en.wikipedia.org/wiki/Price_discrimination

    Price discrimination is a microeconomic pricing strategy where identical or largely similar goods or services are sold at different prices by the same provider in different market segments. [ 1][ 2][ 3] Price discrimination is distinguished from product differentiation by the more substantial difference in production cost for the differently ...

  9. David Crane (programmer) - Wikipedia

    en.wikipedia.org/wiki/David_Crane_(programmer)

    David Crane (born in Nappanee, Indiana, United States) is an American video game designer and programmer. Crane grew up fascinated by technology and went to DeVry Institute of Technology. Following college, he went to Silicon Valley and got his first job at National Semiconductor. Through his friend Alan Miller he learned about potential video ...

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