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Payment Conversion and Loss Aversion Bias
- In-app purchases play a significant role not only in revenue but also in enhancing user loyalty.
- Loss aversion bias involves leveraging the fear of loss to prompt payments.
- People are more sensitive to losses, and this is utilized to encourage transactions.
- The continue function that triggers loss anxiety in mobile puzzle games significantly impacts monetization.
Foot-in-the-Door Technique
- The foot-in-the-door technique starts with small requests and gradually leads to larger ones.
- Low-priced items or tiered product designs encourage initial purchases, gradually leading to more expensive ones.
- Reverse sorting of product prices is a psychological strategy to make users choose higher-priced items.
Anchoring Effect and Product Order
- The anchoring effect is when initial information influences decision-making.
- Using low and high price points guides users toward making purchases.
- The arrangement of store pop-ups in mobile games leverages this effect to influence user spending behavior.
Reducing the Pain of Spending
- Methods like credit cards, prepaid cards, and game currencies are used to reduce the pain of spending.
- Mobile games encourage small unit currency spending and gameplay rewards to make users more willing to spend.
- Downward price rigidity in spending encourages users to get accustomed to using resources, leading to higher spending.
Illusion of Control
- The illusion of control strategy makes users feel they can control their environment.
- Interactions like gacha systems or card flipping induce a sense of control in users.
- This promotes additional purchase behavior.
Techniques to Capture First Impressions
- The priming effect is when initial stimuli influence the processing of subsequent stimuli.
- Experiencing a powerful character in tutorials stimulates a desire for ownership and admiration in users.
- Gacha content presents powerful characters to encourage ongoing participation.
Blessed Accounts
- Creating a feeling of a blessed account to boost initial retention.
- Providing powerful characters in initial battles or gacha makes users feel lucky.
- This prevents user churn and is an effective method to improve the funnel.
Observe and Imitate
- Observational learning is the process of learning by watching others.
- Through attention, retention, reproduction, and motivation processes, users learn game systems and are encouraged to play.
Request When in a Good Mood
- Requests made when users are in a positive emotional state result in higher engagement.
- Strategies like requesting push notification permissions or rating pop-ups during positive emotional states are effective.
Organizing for Easy Recognition and Memory
- To prevent choice overload, information and menus are provided using chunking.
- Important menus are placed for easy use, considering the Thumb Zone.
Making Waiting Enjoyable
- Providing clarity on waiting times and engaging attention reduces boredom.
- Completing tasks faster than expected increases user satisfaction.
Creating Habits
- Using Fitts’ Law and Thumb Zone to make key content easily accessible.
- Utilizing the Reverse Thumb Zone to reduce unwanted actions.
Making the First Goal Easy
- Using granted progress effects to make the first goal easily achievable.
- Connecting different starting points to help achieve goals.
Breaking Down Goals
- Using goal acceleration effects to immerse users more in achieving goals.
- Increasing engagement through step-by-step goal completion, time attacks, and social reinforcements.
Making the Last Goal Difficult
- Using the Zeigarnik effect to leave unfinished goals lingering in users’ minds, prompting continuous challenge.
- Increasing boss difficulty or making the last piece of a collection hard to obtain to encourage spending.