Fifa Ultimate team is an integral part to
EA sports’ success with the game. It is
centered on a trading market where players are bought and sold with coins,
which are either won in the game, or earned by selling players. With real money, you can buy packs containing
players, which you can then use to build a team or can sell on. These packs have varying
chances of getting players of varying ability levels.
Every week they add “In Form” players to the packs for sale; these players have
higher ratings then their original version in the market and are much rarer
than majority of other players.
Further, once a year, they release “Team Of The Year” players. Fifa votes for these players and they are
incredibly rare and substatianly better than other players in the market. The main way to get these players is to buy
“Special” packs as the picture shows, which have time and quantity constraints.
The odds of getting these players are very low, even in the special packs and the prices of these packs are high, but because of the rarity of the cards, plenty of people buy
these.
This strategy is an example of scarcity. Scarcity is where the perceived value of
something increases because of how rare it is, and subsequently people want it more, as it is of higher value.
Worchel, Lee, and Adewole (1975) conducted
an experiment where subjects were asked to rate the value and attractiveness of
cookies that were either in an abundant or scarce supply.
Table 1 illustrates the results. The
first column (demand) is the relevant column. People responded to liking and attractiveness
questions on likhert scales. The lower
the number means the higher the rating of attractiveness and liking. As you can see the ratings for the scarce
condition (2 cookies) were around 2, and in the abundant condition (10 cookies)
were higher, at around 7. This shows
that scarce products are liked more and are deemed more attractive, ascribing a higher value to the cookies. So, in regards to EA Ultimate Team, when they make players scarce, the users will ascribe a higher value to these players simply on the fact that they are rarer than other players within the game.
Worchel, S., Lee, J. & Adewole, A. (1975) Effects of supply and demand on ratings of object value. Journal of Personality and Social Psychology, 32, 906-914.
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