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A Plea For The Social Core Gamer. Alexandre Mandryka gamewhispering.com. The Social Core Gamer. Has experience Knows games. Not afraid by challenge Actually likes it. Currently underserved Quite the blue ocean. Not afraid to spend. Most likely owns technology.
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A Plea For The Social Core Gamer AlexandreMandryka gamewhispering.com
The Social Core Gamer Has experience Knows games Not afraid by challenge Actually likes it Currently underserved Quite the blue ocean Not afraid to spend Most likely owns technology Also quite social
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Karateka Prince of Persia Jordan Mechner (80s)
3 teams • Planning phase • Perma-death
3 team members • XTOS replaced planning • Regenerative health
Simplification Accessibility
“What we did in terms of 'depth' was not satisfactory for some consumers. This time, we would like consumers to be satisfied”
REINFORCEMENT REINFORCEMENT MUTATION MUTATION Traits A Traits B Behavior A Behavior B Environment Environment Survive Die Discourage Encourage Die
Really all about chemistry Triggering events Complicated chain of reactions Emitters Receptors Complicated chain of reactions Dopamin Pleasure
But because we don’t really care We can just abstract most of it out Triggering events Triggering events Things happening Triggering events Pleasure Triggering events Triggering events
Results of environmental pressure Cognition Exercising Socializing Learning Pleasure Relaxation Giving birth Socializing Coupling Raising kids Achieving goals Bigger reward than expected Endorphin-rewarded activities Oxytocin-rewarded activities Dopamin-rewarded activities What the human race is good at is likely to be a source of pleasure … It’s also likely to be good for us
The ‘function’ of games Games should provide a safe environment for us to become stronger, faster, smarter Let us experiment without risk
Pleasure Centers Perception of probability Estimation of time length Psychological Biases Self-validation ...
Clinical studies on MMO addiction High addiction potential Limited rewarding activities Short action/reward cycle Small action, big reward
Why is Diablo worse than crack? High addiction potential Limited rewarding activities Short action/reward cycle Small action, big reward
Motivation VS Addiction Triggering events Triggering events Things happening Triggering events Pleasure Triggering events Triggering events
Autonomy Study: Money as a motivator? ++ Long term Engagement Competency Purpose
The Situation Geek is chic Current gamers are underserved Non-gamers evolve into gamers Intrinsic motivation is not only ethical But also the best way to engage customers long term
Skill Time Money
Money Time Stamina
The Social Core Gamer • Don’t apply the business models directly • Demonstrate depth with free access • Monetize access to more depth • Offer more control over the game • Think of platforms as support to an experience • Core Gamers are valid a audience for new models • There are many of them • Casual gamers become proper gamers • They are underserved • Technology is ready for deep connected experiences alex@gamewhispering.com