Techniques for Inducing Game Payments through Psychological Strategies

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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.
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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.

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