@Deltaneutral, trading four months after a game's release is helpful for the simExchange players.
While this website, as a tool, is most useful for developers predicting how they should market their games, this tool depends on players. These players are playing a game. The object of the game is to predict the lifetime sales of a game and profit from that prediction if it is correct.
Even if the game has been released for four months, it is still fun to continue to predict the sales. This game would be less fun if there was less predicting involved. If this game became less fun, less people would play. If less people play, the predictions will not be as accurate.
When you predict sales four months after the game is released, you gain more satisfaction when your predictions are correct. This game would be less satisfying if there was less predicting involved. If this game became less satisfying, the mental value of the virtual currency would drop (as more DKP allows you to make more predictions). With lower perceived value, people may not care as much about their predictions. If people do not care as much about their predictions, the predictions will not be as accurate.
The simExchange must ultimately balance usefulness to the developer with fun and satisfaction for the player in order to be successful.
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While this website, as a tool, is most useful for developers predicting how they should market their games, this tool depends on players. These players are playing a game. The object of the game is to predict the lifetime sales of a game and profit from that prediction if it is correct.
Even if the game has been released for four months, it is still fun to continue to predict the sales. This game would be less fun if there was less predicting involved. If this game became less fun, less people would play. If less people play, the predictions will not be as accurate.
When you predict sales four months after the game is released, you gain more satisfaction when your predictions are correct. This game would be less satisfying if there was less predicting involved. If this game became less satisfying, the mental value of the virtual currency would drop (as more DKP allows you to make more predictions). With lower perceived value, people may not care as much about their predictions. If people do not care as much about their predictions, the predictions will not be as accurate.
The simExchange must ultimately balance usefulness to the developer with fun and satisfaction for the player in order to be successful.