At the Gmic conference, Vtime's CEO, Chunya, talked about some of their experiences in game incentives, excerpts from their main points of view: Game motivation is to motivate users in the game, complete the task to send equipment, recharge props, share points, competitive vanity can be attributed to the motivation of this category. Hand tour development for more than 10 years or so, the user's demand has also undergone a sharp change. The earliest demand is only in the era of jet and Snake, the most basic demand for players is play, at that time a player 4 hours of aircraft feel less. In the back of the game becomes more and more, this time the player appears the second level of demand, is the game to be fun, screen, plot, game is good, if we better motivate players, at least a good art and reconciliation planning. What is the demand for the third part after the game is fun? This time the game began to focus on the task, ranking, good game not only easy to start, guide to be careful, to PK, to meet vanity. The four levels of demand billing point, through the recharge bonus to let ordinary players play more comfortable, how the VIP service so that each user experience to get a good experience, and not to destroy the overall balance, the user's concern from the virtual cutter and currency exchange price. The fifth time changes can be combined with incentives. How to better motivate users, so that users stay in a better game, on the one hand, when, at what time to give users incentives. What choose what kind of incentive, there are virtual money, points, props, titles, grades and so on, there are other new ways? Here you can see that in two years there are many games where lottery, cost, dolls, Ipad,iphone real rewards appear in the game. There is a case, there is a mobile phone online games issued an ipad, hair is engraved with the player's name of the ipad, in this recharge activities in the gift bag sales than the last same price increase by one times. So, mobile games in the era of endless, players demand a new trend to make a double incentive, from the game to play, to the game fun, to be able to achieve value, to the currency exchange rate of research, to the fifth step of the virtual plus the reality of the incentive to become the user demand fifth trend. In order to verify this form we did a data analysis, 10,026 users in the form of 84% of users want to be in the hand tour to increase the form of physical reward. What kind of redemption form do you prefer? More users want to achieve the redemption form by accumulating integral. For the user compared to two games one is no reward, no reward of the parkour game, and with the reward of the parkour game, you will play Which? Before and a game to do the phone call the game activity, landing 4 times a day, to achieve 4 point incentive points, 10 consecutive days can get 10 yuan of the bill, 3.7% of the users daily Online 2 hours of the game. Realize the combination of virtual and reality double rewards, the goal is to let more players pass the time of upgrade to get the real world products, let them play in the virtual world more investment, more happy.
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