d8a80f6272
이름만 다른(표기 변형) [[위키링크]]를 대상 문서의 canonical 제목으로 치환해 끊겼던 1,200개 링크를 연결. 제목/파일명 정규화 일치만 적용하고 별칭 매칭은 과병합 위험으로 제외(애매성 가드). 원본은 _link_reconcile_backup/ 에 백업. 도구: Datacollect/scripts/link_reconcile_apply.mjs Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
154 lines
5.7 KiB
Markdown
154 lines
5.7 KiB
Markdown
---
|
||
id: wiki-2026-0508-손실-회피
|
||
title: 손실 회피 (Loss Aversion)
|
||
category: 10_Wiki/Topics
|
||
status: verified
|
||
canonical_id: self
|
||
aliases: [Loss Aversion, 손실 회피, Endowment Effect Adjacent, Prospect Theory Loss]
|
||
duplicate_of: none
|
||
source_trust_level: A
|
||
confidence_score: 0.9
|
||
verification_status: applied
|
||
tags: [behavioral-economics, ux, game-design, prospect-theory, kahneman]
|
||
raw_sources: []
|
||
last_reinforced: 2026-05-10
|
||
github_commit: pending
|
||
tech_stack:
|
||
language: typescript
|
||
framework: 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 ≈ 2.0–2.5** (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
|
||
```typescript
|
||
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)
|
||
```typescript
|
||
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
|
||
```typescript
|
||
// 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
|
||
```typescript
|
||
// 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
|
||
```typescript
|
||
// 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)
|
||
```python
|
||
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
|
||
- 부모: [[Behavioral-Economics]] · [[Prospect-Theory]] · [[Cognitive Biases]]
|
||
- 변형: [[Endowment-Effect]] · [[Sunk Cost Fallacy]]
|
||
|
||
## 🤖 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 0.5–4.0). 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 |
|