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koriweb d8a80f6272 chore(wiki): dangling 링크 canonical 정규화 (768파일/1200건)
이름만 다른(표기 변형) [[위키링크]]를 대상 문서의 canonical 제목으로 치환해
끊겼던 1,200개 링크를 연결. 제목/파일명 정규화 일치만 적용하고 별칭 매칭은
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도구: Datacollect/scripts/link_reconcile_apply.mjs

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-08 12:24:15 +09:00

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wiki-2026-0508-손실-회피 손실 회피 (Loss Aversion) 10_Wiki/Topics verified self
Loss Aversion
손실 회피
Endowment Effect Adjacent
Prospect Theory Loss
none A 0.9 applied
behavioral-economics
ux
game-design
prospect-theory
kahneman
2026-05-10 pending
language framework
typescript react

손실 회피 (Loss Aversion)

매 한 줄

"매 loss 의 매 psychological weight 의 매 gain 의 ~2배". Kahneman & Tversky 의 1979 Prospect Theory 핵심 발견 — $100 잃는 pain ≈ $200 얻는 pleasure. 매 modern UX, game economy, pricing, behavioral nudge 의 매 ubiquitous lever.

매 핵심

매 Prospect Theory 의 가치 함수

  • Value function: 매 origin (status quo) 기준 의 asymmetric. Gain 측 concave, loss 측 convex + steeper.
  • Loss aversion coefficient λ ≈ 2.02.5 (typical empirical range).
  • Reference-dependent: 매 absolute wealth 가 아닌 reference point 기준.
  • Diminishing sensitivity: $100→$200 의 gain 이 $1100→$1200 보다 큰 impact.

매 Cognitive 메커니즘

  • Endowment effect: 소유한 것 의 valuation 이 동일 item 의 acquire price 보다 높음.
  • Status quo bias: change 의 potential downside 가 upside 보다 무겁게 느껴짐.
  • Sunk cost fallacy: 이미 잃은 것 을 회복하려는 irrational continuation.

매 응용

  1. UX framing: "Save $20" (gain) vs "Lose $20 if you don't act" (loss) — loss frame 의 conversion 우수.
  2. Game retention: streak / lose-progress 위협 (Duolingo streak freeze).
  3. Pricing anchoring: trial → paid 의 loss aversion lever (already-using 의 endowment).

💻 패턴

Loss-framed CTA copy A/B test

const variants = {
  control: { headline: "Save 30% on Pro", cta: "Upgrade now" },
  loss:    { headline: "Don't lose Pro features tomorrow", cta: "Keep Pro access" },
};

function trackVariant(userId: string, variant: keyof typeof variants) {
  analytics.track("cta_view", { userId, variant, ts: Date.now() });
}

Streak system (Duolingo pattern)

interface Streak {
  count: number;
  lastActiveDay: string; // YYYY-MM-DD
  freezesAvailable: number;
}

function updateStreak(s: Streak, today: string): Streak {
  const days = daysBetween(s.lastActiveDay, today);
  if (days === 1) return { ...s, count: s.count + 1, lastActiveDay: today };
  if (days === 2 && s.freezesAvailable > 0)
    return { ...s, freezesAvailable: s.freezesAvailable - 1, lastActiveDay: today };
  if (days === 0) return s;
  return { ...s, count: 0, lastActiveDay: today }; // streak lost
}

Endowment via free trial → paid

// User accumulates value during trial; cancellation = loss frame
function trialSummary(usage: Usage) {
  return {
    headline: `You've created ${usage.docCount} documents`,
    losses: [
      `${usage.collaborators} teammates will lose access`,
      `${usage.gbStored}GB of files become read-only`,
    ],
    cta: "Keep your work — upgrade now",
  };
}

Game economy — escrow / forfeit on disconnect

// Loss aversion as engagement: forfeit currency if you abandon ranked match
function onMatchAbandon(player: Player, match: Match) {
  const penalty = match.entryFee * 1.5; // > entry fee — sharper sting
  player.currency -= penalty;
  notify(player, `You forfeited ${penalty} for leaving`);
}

Loss-aversion-aware notification timing

// Trigger reminder when user is closest to losing accrued value
function shouldNotifyAboutStreak(s: Streak): boolean {
  const hoursLeft = hoursUntilEndOfDay();
  return s.count >= 7 && hoursLeft < 6 && !s.notifiedToday;
}

Prospect-theory utility (decision sim)

def prospect_value(outcome: float, ref: float = 0, lam: float = 2.25,
                   alpha: float = 0.88) -> float:
    delta = outcome - ref
    if delta >= 0:
        return delta ** alpha
    return -lam * (-delta) ** alpha

매 결정 기준

상황 Loss aversion 활용?
Onboarding (no prior value) 약함 — gain frame 우수
Retention (existing value) 강함 — loss frame 우수
Pricing anchor Endowment + price reference
Subscription cancel flow Inventory of "what you'll lose"
Dark pattern territory? 매 ethical line — manipulative if value 가 없음

기본값: 매 user 의 actual accrued value 가 있을 때 만 loss frame. 매 fabricated scarcity 는 매 dark pattern.

🔗 Graph

🤖 LLM 활용

언제: copy A/B variant generation, retention email subject lines, game design lever brainstorm. 언제 X: 매 ethical line 의 judgment — manipulative copy 의 detection 은 human review 필수.

안티패턴

  • Manufactured loss: 가짜 limited-time scarcity → 매 dark pattern, brand trust 손상.
  • Loss frame on cold acquisition: prospect 가 endowment 없음 → backfire.
  • Over-using λ=2.5 mental model: 매 individual variance 큼 (λ 0.54.0). Test, don't assume.
  • Sunk cost induction: 매 player 의 deeper investment 강요 — 매 ethical issue.

🧪 검증 / 중복

  • Verified (Kahneman & Tversky 1979 "Prospect Theory", "Thinking Fast and Slow" 2011, Duolingo retention experiments published 2020-2024).
  • 신뢰도 A.

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — Prospect Theory + UX/game application patterns