top of page
VBNN
L I B R A R Y


The Pain of Paying in Behavioral Economics: Payment Emotions, Consumer Choice, and Responsible Marketing
The “pain of paying” is an important concept in behavioral economics and consumer psychology. It explains why payment is not only a rational exchange of money for goods or services, but also an emotional experience. Consumers often feel a psychological cost when they pay, especially when the payment is visible, immediate, and easy to understand. Cash payments may feel more painful because the consumer physically gives away money. Digital payments, credit cards, mobile wallets
May 823 min read


The Pretty Privilege Effect: A Study of Bias, Perception, and Workplace Evaluation
Pretty privilege refers to the social and economic advantages that some people receive because they are seen as physically attractive according to common cultural standards. In business and management studies, this issue is important because organizations often claim to make decisions based on merit, performance, and professional ability. However, research in psychology, sociology, human resource management, and consumer behavior shows that workplace judgments are not always
Apr 2723 min read


Micro-Transactions as a Digital Consumer Behavior Model
Abstract Micro-transactions have become one of the most important business models in the digital gaming economy. They are small, voluntary purchases made inside a game after the player has already entered the platform. These purchases may include cosmetic items, extra content, virtual currency, battle passes, time-saving tools, or other digital benefits. From an academic perspective, micro-transactions are not only a pricing method. They are also a model of consumer behavior,
Apr 2523 min read


Pay-to-Win Theory and Player Behavior in Digital Game Economies
Abstract Pay-to-win theory is an important concept for understanding digital consumer behavior, platform economics, and modern game design. It explains how financial spending inside a game can influence performance, status, access, or competitive advantage. In many digital games, players do not only participate through skill, time, and strategy. They may also participate through purchases that shape their progress and social position inside the game environment. This article
Apr 2520 min read


Doom Spending as an Example of Emotional Consumer Decision-Making
Doom spending is a useful concept for studying how consumers make decisions under emotional pressure. It describes spending that happens when people feel anxious, uncertain, discouraged, or pessimistic about the future. Instead of saving money or making careful financial plans, some consumers buy products or services to feel temporary comfort, control, pleasure, or social belonging. From an academic perspective, doom spending is not only a personal habit. It is connected to c
Apr 2421 min read
“Time Flies” and the Luxury Creativity Paradox: Do Watch Brands Run Out of Ideas—or Redefine Value Through Provocation?
Author: L. Hartmann Affiliation: Independent Researcher Abstract A viral luxury-watch moment in early 2026 featured a genuine Rolex watch dial altered through a process popularly described as “painted by flies,” circulating online under the framing of an art stunt rather than an official Rolex product. The episode (“Time Flies,” attributed in media coverage to a street-art collective) triggered polarized reactions: fascination, disgust, admiration for originality, and accus
Feb 1610 min read
bottom of page