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How game designers can use the psychological phenomenon of loss aversion to shape player experience.Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than get ... celý popis
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How game designers can use the psychological phenomenon of loss aversion to shape player experience.Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the
42.62 €
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