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Virtual Goods, Real Pleasure

I help entrepreneurs worldwide build engagement from the ground up & find product/market fit with Game Thinking at Shufflebrain Inc.
Jun. 26, 2009
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Virtual Goods, Real Pleasure

  1. Virtual Goods, Real Pleasure Game Mechanics and Virtual Economies
  2. What are Virtual Goods?
  3. Digital items w/Contextual Meaning
  4. Decorative Goods Don’t affect stats or gameplay
  5. Functional Goods Makes a difference in stats or gameplay
  6. What activities are enabled by Virtual Goods?
  7. Socializing Enhanced Visual Identity
  8. Shopping / Decorating the pleasure of getting new stuff
  9. Enhanced Gameplay (Time-Vs-Money)
  10. What is a Game?
  11. Formal Definition a system in which players engage in an artificial conflict , defined by rules , that results in a quantifiable outcome * *from Rules of Play by Eric Zimmerman and Katie Salen
  12. Informal Definition a structured experience with rules and goals that’s fun
  13. Games tap into our primal response patterns
  14. Games engage us in flow
  15. What are Game Mechanics? the systems and features that make games fun , compelling and addictive
  16. Show me your stuff!
  17. Earn Points, Level Up
  18. Social Points are given by other players
  19. Feedback accelerates mastery and adds fun
  20. Exchanges are structured social interactions basic, primal form of social engagement
  21. Implicit vs Explicit Exchanges Wall posts are implicit “ Add Friend” is explicit (facebook, myspace)
  22. Character Customization
  23. Interface Customization
  24. How are game mechanics driving virtual economies?
  25. Collect Stuff, Show Off
  26. Buy Stuff / Boost Stats / Level Up
  27. Feedback on Progress & Mastery
  28. Feedback on Progress & Mastery
  29. Use Stuff for Social Exchanges
  30. Gifting to Show you Care
  31. Gifting for Recruiting New Players
  32. Customization
  33. Virtual Goods 101 Create a Meaningful Context “ Prime the pump” with free goods and/or currency Create demand for premium content Offer ongoing fresh content at a range of price points Make it EZ to purchase currency
  34. Virtual Goods evoke real emotions…
  35. … in a well-understood social context
  36. Virtual Economies drive ongoing use…
  37. … and turn a game into a service
  38. Game mechanics provide goals & rewards…
  39. … and careful balancing to work properly
  40. Thank You! [email_address] @amyjokim (Twitter) Amy Jo Kim (FB, Skype, SlideShare)

Editor's Notes

  1. talk about how you're building a platform for brain fitness to put people in the right mindset
  2. Back when I studied Psychology, the most memorable and useful thing I learned was the “one-armed bandit” schedule of reinforcement. Which you can see here, in red. The essence is this: if you give random, sizeable rewards for user actions (e.g. how a slot machine works), you will get an addictive behavior pattern - in mice, in pigeons, or in humans.
  3. Back when I studied Psychology, the most memorable and useful thing I learned was the “one-armed bandit” schedule of reinforcement. Which you can see here, in red. The essence is this: if you give random, sizeable rewards for user actions (e.g. how a slot machine works), you will get an addictive behavior pattern - in mice, in pigeons, or in humans.
  4. Back when I studied Psychology, the most memorable and useful thing I learned was the “one-armed bandit” schedule of reinforcement. Which you can see here, in red. The essence is this: if you give random, sizeable rewards for user actions (e.g. how a slot machine works), you will get an addictive behavior pattern - in mice, in pigeons, or in humans.
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