…costs are higher, as by customizing something in-game is an investment as well as an emotional tie. Give the user something that they can love and cherish, so that will be more likely to stay with your product rather than move to a competitor. Empower their creativity with avatars, and give them something to feel invested in so that the swit…
…he “core loop” in gaming) and reward consistently to make sure the user feels they are progressing. This is the heart of gamification — building systems that reward and incentivize player, so they feel some accomplishment for engaging in these main actions.
It’s important to think about your product as multiple experiences. In gaming, players generally go through a tutorial first, and then for days or weeks after, are given basic missions and slowly ramped to more difficult ones. Similarly, highly engaged and elder players are generally using the app in more complex ways. It’s important to treate users differently depending on where they are in their lifecycle, and to build features and experiences tailored to a specific segment of that lifecycle.
eel open enough with me to share the real truth and not censor themselves like they’re on their best behaviour in a j…opped working and what exactly they said on the phone to Telstra at 11pm that fateful Monday night. If they can feel open enough with me to share the real truth and not censor themselves like they’re on their best behaviour in a job interview, then I am winning.