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#artificial scarcity
theconcealedweapon · 9 months
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In an apocalyptic society where there aren't enough resources for everyone and it's impossible to ensure everyone's survival, some people may have to be sacrificed.
And when that happens, your survival depends on convincing society that someone else should be sacrificed instead of you. Someone else just wanting to survive is a direct threat to your survival. Being able to convince everyone that you're superior to others is an important survival skill. Being able to find a convenient scapegoat is an important survival skill.
And some people never grow out of that. Even when the apocalypse is over and it becomes possible to ensure everyone's survival, those who mastered the "kill them and not me" skill don't want to let go of it.
So they actually feel good when poor people or disabled people are left to die. They actually feel good when people of color are jailed or murdered by the police. They think "if it happens to them, it won't have to happen to me". They'll gladly suffer as long as they have the reassurance that someone else is suffering more.
People with power then create artificial scarcity in order to make sure this continues happening.
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artificer4396 · 8 months
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We have the resources to ensure that everyone has access to food, shelter, education, medical care, and transportation. Defending the system as it is now is effectively saying “you don’t deserve a comfortable life if you don’t spend most of it padding shareholders’ pockets”.
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madamemarmot · 1 month
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Yet it is capitalism, with its demands for unlimited maximization of profits and economic growth, that is fundamentally unable to protect the Earth's environment. Both humanity and nature become objects of exploitation under capitalism. Furthermore, the artificial scarcity created by capitalism renders large parts of humanity destitute. Slow Down by Kohei Saito
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petterwass · 1 year
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I hate hate hate how Module Blocks are limited to 4/month!.
I just want to spend a month farming and get rewarded by getting half a dozen little fun tidbits of lore. But instead, since we only get 4, which is only enough to get a SINGLE 6* stage 1 module, this month I will upgrade two Sniper Modules to Stage 2,giving them some piddling and wholly uninteresting stat boosts, because with it being such a extremely limited resource I need to prioritize Modules for the people I actually use.
I hate it.
If this had been the case when Modules launched, I would never have gotten Glaucus' Module, since she's a objectively bad unit, which is one of my all-time favorite pieces of Arknights Lore ever.
Just let me farm the stupid things!
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lawyeronabike · 9 months
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Small Improvements in Modern Life #1: Taco Tuesday is Liberated
The trademark on the phrase "Taco Tuesday" is officially surrendered.
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peachdoxie · 1 year
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Artificial scarcity is the stupidest fucking thing on the planet.
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“yOU wOUldnT doWnLoAd a plaNt”
image transcription: a store sign reads “‘proplifting’ is picking up falling succulent leaves (or any other plant leaf) off the floors of garden centers or pinching off leaves and taking them home to propagate---IT IS THEFT! PLEASE DO NOT DO IT”
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thelastpearvendor · 1 year
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"The works of the roots of the vines, of the trees, must be destroyed to keep up the price, and this is the saddest, bitterest thing of all. Carloads of oranges dumped on the ground. The people came for miles to take the fruit, but this could not be. How would they buy oranges at twenty cents a dozen if they could drive out and pick them up? And men with hoses squirt kerosene on the oranges, and they are angry at the crime, angry at the people who have come to take the fruit. A million people hungry, needing the fruit- and kerosene sprayed over the golden mountains. And the smell of rot fills the country. Burn coffee for fuel in the ships. Burn corn to keep warm, it makes a hot fire. Dump potatoes in the rivers and place guards along the banks to keep the hungry people from fishing them out. Slaughter the pigs and bury them, and let the putrescence drip down into the earth.
There is a crime here that goes beyond denunciation. There is a sorrow here that weeping cannot symbolize. There is a failure here that topples all our success. The fertile earth, the straight tree rows, the sturdy trunks, and the ripe fruit. And children dying of pellagra must die because a profit cannot be taken from an orange. And coroners must fill in the certificate- died of malnutrition- because the food must rot, must be forced to rot. The people come with nets to fish for potatoes in the river, and the guards hold them back; they come in rattling cars to get the dumped oranges, but the kerosene is sprayed. And they stand still and watch the potatoes float by, listen to the screaming pigs being killed in a ditch and covered with quick-lime, watch the mountains of oranges slop down to a putrefying ooze; and in the eyes of the people there is the failure; and in the eyes of the hungry there is a growing wrath. In the souls of the people the grapes of wrath are filling and growing heavy, growing heavy for the vintage."
John Steinbeck, The Grapes of Wrath
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puppygirldick · 2 years
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Like can I just have surgery please.
I am suffering, I am actively losing the will to live.
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kalinahblog · 1 month
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Business and Economics in Wonka (2023)
I was watching the 2023 Wonka movie last night, and I was struck by the idea that the chocolatiers working against Willy Wonka provide a great example of several business concepts that I remember studying. It’s not always easy to spot concepts like an oligopoly, price fixing, and artificial scarcity in real life; but Wonka provides us with an excellent fictional example to learn from. The three…
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expfcultragreen · 4 months
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They want to population large and desperately competing for the good they fix the prices on
We dont need to be organized this way
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milijanakomad · 8 months
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Product design and psychology: The Application of Artificial Scarcity in Video Game Design
Keywords: Artificial Scarcity, Video Gaming, Game Design, Player Behaviour, Psychological Manipulation
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Abstract:
This paper explores the concept of artificial scarcity and its strategic utilization in video game design. As a psychological manipulation technique, artificial scarcity significantly influences player behaviours and decisions, shaping engagement patterns. Detailed case studies provide a comprehensive understanding of this principle's deployment and its implications, illustrating the concept from a product design perspective.
Introduction:
Video game design often leverages psychological techniques to promote player engagement and monetization. Artificial scarcity, a concept widely recognized in marketing and economics, has also found its way into the gaming industry, shaping player behaviours and enhancing game dynamics. This paper aims to investigate the intricate applications and implications of artificial scarcity in the world of gaming.
Artificial Scarcity in Gaming: Conceptualization and Design
Artificial scarcity refers to the deliberate restriction of the availability of certain items or experiences. In gaming, this can take form through limited-time events, exclusive in-game items, or special characters, all available for a certain period or in limited quantities. By creating an illusion of scarcity, game designers can invoke a sense of urgency, encouraging players to engage more with the game or make in-game purchases.
Case Study: Fortnite
Epic Games' Fortnite effectively employs artificial scarcity with its "Battle Pass" system. Each season introduces exclusive rewards, skins, and emotes, available only for a limited duration. Once the season ends, these items become unavailable, making them coveted assets and driving player engagement and in-game purchases.
Case Study: Pokémon GO
Niantic's Pokémon GO capitalizes on artificial scarcity through its limited-time events where certain Pokémon species become temporarily available. The game also features "shiny" Pokémon - rare, alternate-color versions of regular Pokémon. These scarce entities inspire players to participate more actively in events and hunt more diligently, driving continuous engagement.
Implications for Game Design
While artificial scarcity can be a powerful tool to drive engagement and monetization, it's crucial for game designers to be mindful of its potential impacts. Overuse of this technique could lead to player fatigue or even resentment. As such, game designers must carefully balance the use of artificial scarcity with the overall player experience and game economy.
Conclusion
The use of artificial scarcity in video game design offers a potent mechanism for influencing player behaviour and enhancing game dynamics. However, the careful and ethical deployment of this principle is crucial to prevent negative player experiences and maintain game balance. As the gaming industry continues to evolve, it will be interesting to observe how artificial scarcity and similar psychological principles are effectively and ethically integrated into the design of enjoyable, engaging gaming experiences.
References:
Crawford, G., & Gosling, V. K. (2009). More than a game: The computer game as fictional form. Manchester University Press.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, May). From game design elements to gamefulness: defining "gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). ACM.
Hamari, J., & Lehdonvirta, V. (2010). Game design as marketing: How game mechanics create demand for virtual goods. International Journal of Business Science & Applied Management, 5(1), 14-29.
Lewis-Evans, B. (2018). A brief overview of the psychological literature on in-game purchases. International Journal of Serious Games, 5(3), 37-48.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
Nacke, L. E., & Deterding, S. (2017). The maturing of gamification research. Computers in Human Behavior, 71, 450-454.
Peitz, M., & Waelbroeck, P. (2006). Why the music industry may gain from free downloading: the role of sampling. International Journal of Industrial Organization, 24(5), 907-913.
Sicart, M. (2008). Defining game mechanics. Game Studies, 8(2), 1-14.
Wu, M. (2011). The core drivers of gamification. Customer Engagement, 6, 15-17.
Zagal, J. P., Björk, S., & Lewis, C. (2013). Dark patterns in the design of games. In Foundations of Digital Games.
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truths89 · 11 months
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Community Council
Cops are like chemotherapy, They are thought to be helpful
But both kill in the name of protecting You from cancer, or capitalist chaos
You’ll do whatever necessary to save your life. But the harm was systemically packaged
There is no informed consent; It’s macro-manipulation
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gaasubap · 11 months
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I'm almost certain that companies are combining artificial scarcity and VPNs
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tuesziday · 1 year
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I was able to get the Koraidon icon...but I lost my chance to unlock the Director Clavell icon after I got attached to him
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kickasstorrents · 1 month
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its so crazy how we as a species went so long world wide without knowing really basic stuff about taking care of ourselves.. like we just had no clue about disease & good nutrition til like mid 19th century its just ridiculous.. i bet all the social dysfunction & wars & persecution back then was caus everyone was running around dehydrated & iodine b12 deficient & drinking from lead cups & their moms drank vino while pregant
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