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Персонализация – 
ориентация любого продукта или услуги на уникальные потребности каждого пользователя.
Потребности (пример) 
-Компульсия (застревание) 
-Исследование 
-Эмпатия 
-Накопительство 
-Достижение 
-Импульсивность 
-Преодоление трудностей 
-Контроль 
-Конкуренция
График удовлетворённости типажа «Домохозяйка»
«Идеальная игра» для каждого 
Игра, в которой в полном соответствии с желаемыми пропорциями каждому предоставляется возможность удовлетворять свои потребности, и нет элементов, им не востребованных.
Алгоритм формирования концепции игры 
1.целостная (авторская) концепция 
2.определение целевой группы (групп) игроков 
3.формирование профиля группы (групп) 
4.удаление лишних и напрягающих деталей (но не в ущерб концепции)
Типаж игрока — уникальное сочетание потребностей и степеней их актуальности, присущее группе пользователей игры.
Профили потребностей типажей «Рубака» – «Шахматист» 
0 
0,5 
1 
1,5 
2 
2,5 
3 
3,5 
4 
4,5 
5 
Агрессия 
Достижение 
Безопасность 
Доминирование 
Справедливость 
Преодоление 
Конкуренция 
Стратегия 
"Шахматист" 
"Рубака"
Человек платит: 
•за удовольствия 
•за избегание неудовольствия
0 
0,5 
1 
1,5 
2 
2,5 
3 
3,5 
4 
4,5 
5 
Кривая удовлетворенности потребности в накоплении 
без проплаты 
с проплатой
Некоторые потребности могут быть разряжены только в общении с такими же фанатами и разработчиками. Например, справедливость и подтверждение собственной картины мира.

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InFortis: Метод психологического анализа геймплея

  • 1. Персонализация – ориентация любого продукта или услуги на уникальные потребности каждого пользователя.
  • 2. Потребности (пример) -Компульсия (застревание) -Исследование -Эмпатия -Накопительство -Достижение -Импульсивность -Преодоление трудностей -Контроль -Конкуренция
  • 4. «Идеальная игра» для каждого Игра, в которой в полном соответствии с желаемыми пропорциями каждому предоставляется возможность удовлетворять свои потребности, и нет элементов, им не востребованных.
  • 5. Алгоритм формирования концепции игры 1.целостная (авторская) концепция 2.определение целевой группы (групп) игроков 3.формирование профиля группы (групп) 4.удаление лишних и напрягающих деталей (но не в ущерб концепции)
  • 6. Типаж игрока — уникальное сочетание потребностей и степеней их актуальности, присущее группе пользователей игры.
  • 7. Профили потребностей типажей «Рубака» – «Шахматист» 0 0,5 1 1,5 2 2,5 3 3,5 4 4,5 5 Агрессия Достижение Безопасность Доминирование Справедливость Преодоление Конкуренция Стратегия "Шахматист" "Рубака"
  • 8. Человек платит: •за удовольствия •за избегание неудовольствия
  • 9. 0 0,5 1 1,5 2 2,5 3 3,5 4 4,5 5 Кривая удовлетворенности потребности в накоплении без проплаты с проплатой
  • 10. Некоторые потребности могут быть разряжены только в общении с такими же фанатами и разработчиками. Например, справедливость и подтверждение собственной картины мира.