4 most important emotions to monetize free to play games

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www.xeodesign.com © 2013 XEODesign, Inc. XEODesign: Putting Emotion in Play The 4 Most Important Emotions for Free to Play Games: Increase Purchasing with Emotions from Play www.xeodesign.com ©2013 XEODesign Inc. 1 @NicoleLazzar o Nicole Lazzaro XEODesign, Inc. Casual Connect, San Francisco July 31, 2013

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www.xeodesign.com© 2013 XEODesign, Inc.

XEODesign: Putting Emotion in Play

The 4 Most Important Emotions for Free to Play Games:

Increase Purchasing with Emotions from Play

www.xeodesign.com ©2013 XEODesign Inc.

1@NicoleLazzaro

Nicole LazzaroXEODesign, Inc.

Casual Connect, San Francisco

July 31, 2013

www.xeodesign.com© 2013 XEODesign, Inc.

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20 Years of Player ExperienceResearch and Design

100 Million Player Experiences

XEODesign

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Player Experience Consulting

Player TestingDesign Reviews

PlayShopsGame DesignMobile Apps

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Free = Downloads x 1,000

The Good News About F2P

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< 1% $

Trouble is…

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• Engagement loops to drive purchases

• These are the same action>emotion pairs that drive play

What’s Working

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• Multiple loops increase the number of engagement points

• Keep players engaged in activities related to purchases

Emotion Increases Engagement

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Emotion Increases Engagement

Curiosity

Fiero

AmusementDesire

Let’s pull out 4 of these loops and examine the emotions that drive them

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The 4 Keys to FunCreate Engagement with Play

XEODesign

www.xeodesign.com© 2013 XEODesign, Inc.

Emotion During Play Depended on Type of Activity

CuriosityFiero

Watched Player Emotions to Measure Kinds of Engagement

DesireAmusement

Emotions1. Focus2. Remembe

r3. Decide4. Perform5. Learn

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Categorized Most Engaging Moments by Player Emotion

Player’s Favorite Moments Created Many Kinds of Emotions

WonderSurpriseCuriosity

RelaxDesireExcite

SchadenfreudeAmusementNaches

FrustrationFieroRelief

Positive Engagement

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Identified Actions that Created Engagement Mechanics

Player Choices Create Many Kinds of Emotions

WonderSurpriseCuriosity

RelaxDesireExcite

SchadenfreudeAmusementNaches

FrustrationFieroRelief

Positive Engagement

Actions

Actions

Actions

Actions

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Created Map of Action > Emotion Pairs for Designing Engagement

How Game Mechanics Create Engagement

WonderSurprise*Curiosity

Relax*DesireExcite

Schadenfreude*AmusementNaches

Frustration*FieroRelief

Positive Engagement

Hard Fun

People Fun

Easy Fun

Serious Fun

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4 Keys To EngagementNovelty, Challenge, Friendship, Meaning

1. Easy Fun: Exploration Fantasy Creativity

2. Hard Fun: Goal Obstacle Strategy

3. People Fun: Communication Cooperation Competition

4. Serious Fun: Collection Rhythm Completion

4 Kinds of Player Actions that Create Emotion that Drives Play

Free to Download: 4K2F.com

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1. Appearance2. Functional3. Progress 4. Unlocks$

Why Do Players Spend Money?

Best Performing Games Design the Emotions Around Sales

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Let’s Look DeeperEmotions from Gameplay that Drive Player

Spending

Psychology of Fun

Understand What Makes Spending Fun

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Players Spend toExplore, Compete, Socialize, and Collect

4 Emotions Increase Player Purchases

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Players Pay in Order to

These Emotions Trigger Purchasing Behavior in Different Ways

WonderSurpriseCuriosity

RelaxDesireExcite

SchadenfreudeAmusementNaches

FrustrationFieroRelief

Emotions Engage Players to Purchase

Compete

Socialize

Explore

Collect

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1. CuriosityEncourage Exploration of Store

Easy Fun of Exploration and Role Play

Curiosity

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www.xeodesign.com 21Tell Story with Description, Jet Pack Joy Ride

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2. Fiero! \o/Opportunity to Compete and Win

Hard Fun of Challenge and Mastery

Fiero

Earn the Right to Spend, Candy Crush

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www.xeodesign.com 24Cheat! Counterfeit Machine, Jet Pack Joy Ride

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www.xeodesign.com 25Buy More to Unlock More, Jet Pack Joy Ride

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www.xeodesign.com 26Shopping Missions, Jet Pack Joy Ride

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Shopping for currency is a game

Conversion Rate Strategy, Tiny Towers

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3. AmusementMoney Erodes Trust

People Fun of Friendship and Social Bonds

Amusement

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www.xeodesign.com 29Bee Suits Create Amusement, Tiny Towers

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• Social comparison drives need for spending in game

• Make this amusing to encourage sharing

Compare Friends, Tiny Towers

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Make Fun to Share

Amusement and Embarrassment, Farmville

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4. DesireIncrease Perception of Value

Serious Fun of Meaning and Value

Desire

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Serious Fun: Create Meaning

Increase Value: Tactile Impressions of Worth

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www.xeodesign.com 34Free Coins and Items, Jet Pack Joy Ride

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Summary

The 4 Keys to Fun

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1. Make the Store Fun

Easy Fun: Curiosity Hard Fun: Fiero

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• CandyCandy Crush Saga

1. Earn the right to purchase

2. Can play through

2. Play to Progress (as Well as Pay)

Hard Fun: Fiero

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Tiny Towers

1. Avatar and World Customization

2. Role Play

3. Customization

People Fun: Amusement

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Jet Pack Joy Ride

1. Generosity2. End of Level

Spin Unlocks Coins and Items

4. Show Player You Care

Serious Fun: Desire

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Make Purchasing Part of the Play

XXX

In Other Words

The 4 Keys to Fun

1. Explore2. Compete3. Socialize4. Collect

Emotions1. Focus2. Remember3. Decide4. Perform5. Learn

www.xeodesign.com© 2013 XEODesign, Inc.

Use Emotion to Drive Purchases

Nicole Lazzaro• Email:

[email protected]• Twitter: @NicoleLazzaro• Blog: NicoleLazzaro.com• Game: TiltWorld.com

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