At GMIC, CEO of Vtime Xiong Yajun talked about their experience in game incentives, and summarized their main points as follows: Game Incentives refer to motivating users in the game, completing tasks to send equipment, recharging items, sharing Send points, competition, vanity can be classified as incentives in this area. Mobile Games developed more than 10 years, the needs of users have undergone a significant change. The earliest demand only hit the era of planes and snake, the player's basic needs is to have a game to play, at that time a player playing four hours of aircraft feel less. In the back of the game has become more and more players at this time there is a second level of demand is the game to be fun, the screen, the plot, the game is better, if we better motivate the player, at least a good art and good planning . What is the demand for the third part after the game is fun? This time the game began to focus on tasks, charts, a good game is not only easy to use, guide to be careful to PK, to meet the vanity. The fourth level of demand billing point, through the rewards for ordinary players to play more comfortable, how kind of VIP service for each user's experience to get a good experience, without destroying the overall balance, the user's point of concern From the virtual tool and currency exchange on the price. The fifth change can be combined with motivation. How to better motivate users, allowing users to stay in a better game which, on the one hand, when, to give users incentives. what choose what kind of incentives, there are virtual currency, points, props, titles, levels, etc., is there any other new way? Here you can see there are many games in two years there is a lottery, spending, dolls, ipad, iphone real reward appears in the game. There is a case, there is a mobile phone online games issued a ipad, made the name of the player engraved ipad, in this recharge activities among the package sales than the same price last doubled. So, the era of an endless stream of mobile games, players demand a new trend makes the emergence of a double incentive, from the game to play, to the fun of the game, to achieve the value of the currency exchange to the cost of research, to the fifth step of virtual plus real reward to become users The fifth trend of demand. In order to verify this form we have done a data analysis, 84% of the ten thousand twenty-six users in the form of physical incentives in the hands of hope. Which type of Duijiang preferred form? More users want to accumulate through points to achieve the form of Duijiang. Which one would you play for a user compared to two games, a non-rewarding, non-rewarding parkour game, and a parkour game with rewards? Before and a game made to send calls game activities, landing 4 times a day, up to 4 points incentive points for 10 consecutive days can get 10 yuan bill, 3.7% of users on the line 2 hours a day to play the game. Realize the combination of virtual and real double reward, the purpose is to allow more players to pass the upgrade moment to get real-world products, so that they play in the virtual world more investment and more happy.
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