Qualities of Virtual Goods
by Martin Nerurkar on Nov 10, 2010
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This talk will present the audience with a system of attributes that most Virtual Goods possess. The chosen properties are primarily responsible for the users' perceived value of an item and can direct...
This talk will present the audience with a system of attributes that most Virtual Goods possess. The chosen properties are primarily responsible for the users' perceived value of an item and can directly be affected by the game design and visuals. Knowing about this system and the attributes is the first step in systematically improving the value of your items and overall repository of premium services.
By examining how this system applies to our daily business at Gameforge we will give some practical advice on real world application. To top off the talk, we will be using the developed properties as a foundation for some tricks and methods to improve the monetization of your own free-to-play game.
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