Gambler's fallacy: The mistaken belief that, if something happens more frequently than normal during some period, it will happen less frequently in the future, or that, if something happens less frequently than normal during some period, it will happen more frequently in the future.
How it applies to HOC: The odds to summon a certain card remain the same on each try (let's say 0.25%). The fallacy makes you believe that a card is "due" as you have already tried a certain number of times. The cards appearing in other boxes in a mini game reinforce this fallacy.
Gambler's ruin (not a fallacy, but still applicable): A gambler with finite wealth playing a fair game with an opponent of infinite wealth will eventually go broke.
How it applies to HOC: The developers have a (theoretically) infinite ability to make and release new cards (with more desirable attributes). A player, no matter how rich, would be unable to keep spending beyond a point.
Clustering illusion: The clustering illusion is the tendency to erroneously consider the inevitable "streaks" or "clusters" arising in small samples from random distributions to be non-random.
How it applies to HOC: Anything from seeing "patterns" in a mini game or checking the "recent summons" list for "drop patterns" is an example of clustering illusion.
Sunk cost fallacy: The phenomenon where people justify increased investment in a decision, based on the cumulative prior investment, despite new evidence suggesting that the decision was probably wrong.
How it applies to HOC: "I have spent x amount of time/money already, so I must keep going to protect my investment." Sounds familiar, right?
Anchoring: The tendency to rely too heavily, or "anchor", on one trait or piece of information when making decisions.
How it applies to HOC: Special offers. It makes you not consider the "actual" value of gems as you are only considering the offer price vs the price at which gem packs are being sold without the offer. Also applies to other "discounted" items.
Ref:
Also recommended: The Art of Thinking Clearly by Rolf Dobelli
How it applies to HOC: The odds to summon a certain card remain the same on each try (let's say 0.25%). The fallacy makes you believe that a card is "due" as you have already tried a certain number of times. The cards appearing in other boxes in a mini game reinforce this fallacy.
Gambler's ruin (not a fallacy, but still applicable): A gambler with finite wealth playing a fair game with an opponent of infinite wealth will eventually go broke.
How it applies to HOC: The developers have a (theoretically) infinite ability to make and release new cards (with more desirable attributes). A player, no matter how rich, would be unable to keep spending beyond a point.
Clustering illusion: The clustering illusion is the tendency to erroneously consider the inevitable "streaks" or "clusters" arising in small samples from random distributions to be non-random.
How it applies to HOC: Anything from seeing "patterns" in a mini game or checking the "recent summons" list for "drop patterns" is an example of clustering illusion.
Sunk cost fallacy: The phenomenon where people justify increased investment in a decision, based on the cumulative prior investment, despite new evidence suggesting that the decision was probably wrong.
How it applies to HOC: "I have spent x amount of time/money already, so I must keep going to protect my investment." Sounds familiar, right?
Anchoring: The tendency to rely too heavily, or "anchor", on one trait or piece of information when making decisions.
How it applies to HOC: Special offers. It makes you not consider the "actual" value of gems as you are only considering the offer price vs the price at which gem packs are being sold without the offer. Also applies to other "discounted" items.
Ref:
Also recommended: The Art of Thinking Clearly by Rolf Dobelli
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