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Hakito2016-01-07 23:31:43
Android
Hakito, 2016-01-07 23:31:43

How to motivate the user to play?

Hi all!
Previously, I already wrote here about my Google play game .
There are screenshots on the page. The game is not completely finished, as for me, but still.
How to force the user to play it? What should be at the end of the game?
After all, you need some kind of motivation. Advise, please, a good article or book about this (possible in English). It is not the development itself that is of interest, at this stage there are no unsolvable problems yet, but the psychology of games, philosophy.

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5 answer(s)
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Dimonchik, 2016-01-07
@dimonchik2013

www.huffingtonpost.com/joseph-farrell/the-fascinat...
superdevresources.com/psychology-addictive-mobile-games
www.online-psychology-degrees.org/mobile-gaming-ad...
but I think that's understandable that if it could be described by a universal algorithm, then ...

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xmoonlight, 2016-01-08
@xmoonlight

1. Understandable GamePlay and UI
2. Graphics, visual effects, sound, music - must be clearly selected and form a "single whole", create an atmosphere for the player, according to the game scenario.
3. New bonuses / game elements (prizes, units, weapons, various buttons / switches, etc.) from level to level.
4. Virtual account and the ability to buy something in the game store (upgrades).
5. Rivalry in the on-line table of results of all players and achievements (achievements).

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Alexey Medvedev, 2016-01-08
@RockBearLTD

gnuisnotunix @gnuisnotunix
ZY: You can pay little money, but not quite, for example, 0.001 dollars, you don’t need to underestimate it much - this encourages the user to play.

Even if there are 100 levels, which is already a lot, the result will be 10 cents per user. This is not it. But if you make some kind of competition in the game? Run a contest for a month. Conditions:
1. The user must pass all 100 levels.
2. Share the game with friends in social. networks
3. Score the most points for the entire game (or, for example, complete the most levels for 3 stars)
The winner receives, for example, a cash prize on a Qiwi account or on WebMoney. Or you can put up some interesting book as a prize. Can do 3 places. Users will be motivated, compete, and play every day, even if they complete the game to get more points.

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Daniil Voronov, 2016-01-08
@gnuisnotunix

Everything is the same as in the first option, but you can add payment with real money for each completed level, or for other actions.
ZY: You can pay little money, but not quite, for example, 0.001 dollars, you don’t need to underestimate it much, this encourages the user to play.

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Vitaly Bogryashov, 2016-04-15
@vitalybogryashov

I'll write as a fastidious user (if you motivate me, then consider the entire market as yours!)
1. The game should not weigh more than it is and should not consume unnecessary resources. (less likely to be deleted due to memory savings)
2. The graphics should be perfectly smooth and lag, because. Gadget resources have long allowed making PC-level games up until 2003. (many people write simple 2D drawing games that slow down more than Asphalt8 and the like)
3. Until a certain number of users (1000) do not think about monetization at all. Publish under a temporary title for testing purposes.
4. The game should not require access to read SMS (and the like). It is better to immediately describe the reasons for each access.
5. So that the client does not delete the game after passing, you need to constantly develop it, and this is individual in each game. Examples: new maps, algorithms, level up, color scheme change, bonus gifts on every launch, multiplayer, leader board...

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