The Perception of Fairness

Fairness 1552486027 The Perception of Fairness
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Andrzej Marczewski

Gamification Expert, author, consultant and designer. I love to write about it, talk about it and bore people to death with it! If you really want to get to know me, check out the About page.

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2 Responses

  1. It’s really what I’m talking about in that last part. The ability to pay for things that others might have worked really hard to earn. The game allows it, but it can be perceived as unfair. I don’t have the real cash to waste in games so had to grind to get that sword. But he has money to burn and just bought it outright in seconds with real money.

    So that can create a divide. But so can people just feeling you should earn things rather than just pay for them.

  2. Good read. A subject i still can’t quite get to grips with, as you (also seem to) suggest that it’s very dependent on peception. I sort of like the games where players can buy an in-game token that can be traded for in-game currency and likewise be bought for in-game currency. An early example of this was Eve Online’s plexes (I believe they were called). Players could buy them for real money, and they could then be sold for in-game currency. The plexes were used to buy game-time. In other games such as the new Maple Story 2, the currency is a sort of gems that can be used in the cosmetic-item store. This allows players who e.g. have little time to play, to buy some of that time, while players who have much time, can earn the items that are otherwise paid for. I don’t know however if this is a viable business model, but Eve Online and Maple Story 2 are still being played, and Eve Online is by now an old game.

    What are your thoughts on allowing this link between in-game and real-life currencies?

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