How Online Companies Get You To Share More & Spend More
wired.com
wired.com
The remarkable thing about Farmville isn't merely about people spending more time to play the game once they're time-invested, but more-so about getting people to willingly spend real dollar bills on a game that is free once they are at a certain point of time-investedness.
I hesitate to invoke a comic to illustrate a point, but I think this one fits quite nicely:
Given that we have to buy stuff, it turns out that paying 80 bucks a year for 2-day shipping is really worth it.
There's a popular 'narrative' about psychology 'exploiting' us, when a lot of these mechanisms are just completely fair methods of exchanging value in cash for value in product.
The article wasn't discussing whether or not it was a "good value", it was discussing how Amazon makes you spend more, which it does.