The digital age has changed the way we spend much of our free time and disposable income beyond recognition. If we went back a generation, the things many of us now spend our time doing would seem strange, even alien. But what is it we’re really doing? Have we completely fractured the idea of leisure and entertainment?

In this article, we’ll show that while consumption methods have changed and competition between developers drives innovation, we still follow the same core principles.

Comparing the skin economy and slot theme economy

We could have picked dozens of different online pursuits, but these two feel superficially different enough to make the point we are arguing. One is about customizing video game characters and building avatars, while the other is a digital evolution of an activity that has been enjoyed in person by many previous generations.

The skin economy comes from the digital world. The slot theme economy has moved there from the physical world, and yet they have so much in common. We’re talking specifically about how both markets are driven by the same behavioural loops, visual triggers, and high-margin digital models.

A look at the core psychological triggers

While we said the methods of consumption and delivery may be different, the psychological triggers delivered are universal:

Visual monetization: Turning a standard piece of software into something that can be sold and resold many times over is at the heart of both economies. One through purchases and trades, the other through winnings and deposits. When a user feels like they are making progress from a monetary point of view, they have a clear driver and incentive to continue playing.

Illusory control: Both markets work by making players feel they influence events more than they actually do. Many final outcomes in both markets are delivered by the output of random number generators. Players, however, feel that a particular betting strategy or method of levelling up a character is having a larger influence than it actually is.

Sporadic reinforcement: Sometimes you get a burst of wins, and you remember it so much longer than a regular run of losses. Sometimes you unlock a rare skin for a fraction of the price, and you hold onto the idea that it will happen again soon. The sporadic nature of the rewards means that the results continue to be disconnected from the inputs, which is part of the appeal for those looking for shortcuts.

The key point here is that the combination of monetization, illusory control, and sporadic reinforcement creates two markets where the audience often feels captured by the activity.

Put aside issues of problem gambling and addictive gameplay habits and instead focus on attention levels. If the player feels invested in the outcome of the very next turn, regardless of what happened immediately before, they are likely to continue to play, bet, trade, purchase, etc. This is innate human psychology in action.

The structure of the core offerings

The principle of aesthetic modifications being applied to a largely static foundation is at the heart of both markets. Once a random number generator and payment interface have been built, it is a relatively low-cost, low-time activity for a developer to bring out a whole suite of new slot themes. The same is true of a developer looking to turn a standard skin into a collectible rare skin with a limited run.

Scarcity then becomes easy for the developer, who has already built the underlying infrastructure. They can set the supply very low for certain skins or slot levels, which will naturally pique the interest of players and lead to a surge in demand. No one wants to miss out on something they are told is fun and rare, so players have a natural urge to continue to engage with the market.

The shift to the gamification of extras

Playing a slot or playing an RPG are both clearly gamified activities by their very nature, but we also need to highlight the gamification of collecting additional content and bonuses. New levels can boost an avatar’s status and abilities, and new skins can help a player create a personalized environment they feel more connected to.

In both cases, the player is drawn back as they want to continue building on the progress they are apparently making. This progress track runs parallel to the core aims of the game, providing a secondary pull. Before long, a title can grow a critical mass of players and revenue that it begins to draw attention from other entertainment platforms.

Market cross-pollination as the final driver

When you see the likes of Cristiano Ronaldo being released as a playable character in games that have nothing to do with football, you can see how the world of attention-driven markets comes full circle. The point is that this is only possible because all such markets, not just the two we discussed, are built on the same principles, and those principles are based on innate human psychology.

Final thoughts

The freedom to choose is central to both markets, and customers are becoming increasingly discerning. As this comparison website shows, there are now hundreds of competing titles in the slot market, and the same is true in the skin economy, as shown by the ever-growing array of marketplaces offering new skins and mods. While players have the freedom to choose and modify their experiences, they are also continually driven to do so by the psychological triggers built into the basic operating principles of these markets.

The skin economy, slot theme economy, and dozens of other online attention economies share similarities that are much more than purely skin-deep.

Cover photo by Pandhuya Niking, Unsplash