2. Table of Contents
1. Points
- Virtual economics
- Secondary markets & (Redeemable Points)
- Dual economy
2. Empty Bar Problem: Foursquare
3. Social Engagement Loops
4. Onboarding
- The Order of a Player's First Minute
- TMI : Too Much Information
- Make Winners
- Guiding Player Experience
3. 1. Points
▶ This is a kind of output by the action of the player.
- How to Use Point Systems
Virtual
economics
Secondary
markets
&
(Using Redeemable Points)
Dual economy
4. Virtual Economics
▶ The player use the virtual money in the game
▶ available only in the game
Virtual Money
<Example-ilovecoffee>
5. Secondary Markets
▶ Users to buy and sell virtual currency or
goods outside the game
▶ Redeemable Points
<Example-ItemBay>
6. Dual Economy
▶ Profit by shaking the player into a virtual
currency with a value of money in two way
Dual Economy
Shaking player
<Example-facebookpocker>
7. 2. Empty Bar Problem:
Foursquare
▶ This is a way to gather users in the game
that doesn't have users.
8. 3. Social Engagement Loops
▶ It stimulates the player
to emotional may be
repeatedly immersed.
Creation element
People fun
Social Engagement Loops
9. 4. Onboarding
▶ Program that enables beginners to easily adapt to the game
The Order of a Player's
First Minute
Make Winners
TMI : Too Much
Information
Guiding Player
Experience
10. The Order of a Player's
First Minute
▶ Onboarding is a service that allows players to
experience in a short time.
Starting the game,
and we got a gift
after only 1minute!
<Example-cookiepang>
11. TMI : Too Much Information
▶ It should not provide too much information
to the novice player.
Only word “CLICK!”
& Arrow UI
<Example-cookiepang>
12. Make Winners
▶ Do not set up your novice player to fail on
his first interaction with your game
Success is inevitable
<Example-FrontierVille>
13. Guiding Player Experience
▶ Asking the player meaningful questions truly
informs his ongoing engagement
▶ In general, we have obtained information
about the user through the questions on the
website of registration.