DirkSonguer + socialgames   4

who killed videogames? (a ghost story) | insert credit
The larger man spoke. He gestured while doing so. “You teach the player how to play the game in one minute. Within that one minute, you give them in-game money. You make them spend all of that money to buy an investment that will begin to earn them profit. They build a thing. It says: this thing will be finished in five minutes. Spend one premium currency unit to have it now. You happen to have one free premium currency unit. The game makes you use it now. Now you have a thing. Now it says to wait three minutes to collect from that thing. So they have a reason to stick around for three minutes. When those three minutes are up, you tell them to come back in a half an hour. You say, ‘You’re done for now. Come back in a half an hour.’ The phone sends them a push notification in a half an hour. Right here, you’re telling them to wait. You’re expressing to them the importance of patience. They’re never going to forget the way it feels to wait a half an hour after playing a game for one minute. They’re going to forget the second time they wait for a half an hour, and the third time, and they’ll then not forget the first time they have to wait for four hours, then twenty-four hours. This is why they’ll start to pay to Have Things Right Now.
socialgames  gaming  gamedesign  psychology  z3 
october 2011 by DirkSonguer
Gameforge passes 300 million users | News
The free-to-play online game service Gameforge now has 300 million registered users.
social  socialgames  statistics  z3 
august 2011 by DirkSonguer
Wooga: Social gamers spend on shortcuts, not decoration | News
Wooga CEO Jens Begeman has revealed the percentage revenue split of his company's social game income, with the unexpected revelation that his audience is far more interested in saving time than buying customisation and decoration.
social  socialgames  micropayments  statistics  z3 
august 2011 by DirkSonguer
GDC 2011: Slides for GDC Education vs. Intuition Talk « Applied Game Design
Laralyn McWilliams and I gave a talk today at GDC. These are the slides for those who are interested: Intuition vs. Metrics: How Social Game Design Has Evolved.
gamedesign  metrics  social  socialgames  analytics  z3 
march 2011 by DirkSonguer

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