How to Make Addictive Mobile Games

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ADDICTIVE GAMES GETTING USERS TO DREAM ABOUT VIRTUAL GOODS

description

Why is a player willing to spend 30 minutes collecting virtual coins with no real value in the real world? Because they see genuine, tangible value the virtual goods and benefits in your game! Creating demand for your virtual goods, and engaging players with your virtual money translates to retention, conversion, and…yes…monetization.

Transcript of How to Make Addictive Mobile Games

Page 1: How to Make Addictive Mobile Games

ADDICTIVE GAMES

GETTING USERS TO DREAM ABOUT VIRTUAL GOODS

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• Open source company

• Community of 10,000 Devs

• Free to Play Framework

DO MORE TOGETHER

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ABOUT ME - YANIV NIZAN ENGAGEMENT, RETENTION, MONETIZATION

eyeview - Monetize videos

INTENTclick - Blog Monetization

SOOMLA - Game Monetization

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WHY GAMES SUCCEED

Low High

Addictive

Not Addictive

X Factor?

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TIME

One Thing in common

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ADDICTIVE GAMES

• Spend too much TIME

• Lose track of TIME

•WAITING for items to ship

• Practice to improve TIME

• Wish you had more TIME

• Can't find TIME for real stuff

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TIME $$$=

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BARRY M. STAW

• Berkeley University

• Escalation of Commitments

• Post Decision Dissonance

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ESCALATION OF COMMITMENTS

More Time Spent

Post Decision

Justification

Users justify the decision to wait, spend time, ...

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ADDICTIVE GAMES

TIME COMMITMENTS

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SHORT WAIT

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HABITS FOR WAITING

• We are used to waiting

• Subconsciously apply habits

• Later on justify our decisions

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APPOINTMENT

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• We have tools

• Don't notice we apply them

• Commitments increase

HABITS FOR APPOINTMENT

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TIME PRESSURE

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• Improve by repetition

• Commit time for practice

• Success increases commitment

HABITS FOR PRESSURE

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Focus on escalating time commitments

Get your users addicted

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GOODS WITH TIME DIMENSION

PRACTICAL ADVICE

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FUEL / ENERGY / LIFE

• Limited inventory

• Drains as user plays

• Replenish with time

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BUILDINGS / PETS

• Natural process

• Takes time

• Increase time with levels

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VEHICLES / WEAPONS

• Upgrades

• Have to be shipped / made

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TRAINING

• Goods have new controls

• Requires user to train

• Endless practice

A

S D, ,

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WHAT'S NEXT

• Add virtual goods with time dimension

• Create escalating time commitment

• Get your users seriously engaged

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THANK YOU

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