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@0xantidote.eth
I very much believe we live in a dopamine-first society. Any successful product is able to unlock a dopamine mechanism within the user. True disruption occurs when you are able to do this in otherwise boring or even serotonin-first sectors, such as education (see Duolingo) Gamification is the wrong term for this because there are plenty of ways to create dopamine without relying on game mechanisms. An example of this is Lovable.
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Jan
@janlbrs
Does it apply for non-digital products as well in your opinion?
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@0xantidote.eth
Yes. Will have to think deeper about examples but Dyson and Thermomix come to mind.
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@0xantidote.eth
Perhaps nespresso as well
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