Download presentation
Presentation is loading. Please wait.
Published byPhillip Underwood Modified over 9 years ago
1
A Plea For The Social Core Gamer Alexandre Mandryka gamewhispering.com
5
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
8
Service Digital Free
9
Pay 100$ You unlock the end credits
10
Jordan Mechner (80s) KaratekaPrince of Persia
11
3 teams Planning phase Perma-death
12
3 team members XTOS replaced planning Regenerative health
17
SimplificationAccessibility
20
“What we did in terms of 'depth' was not satisfactory for some consumers. This time, we would like consumers to be satisfied”
21
Traits ATraits B Environment SurviveDie Behavior ABehavior B Environment Discourage Encourage Die
22
Really all about chemistry Dopamin ReceptorsEmitters Triggering events Pleasure Complicated chain of reactions
23
But because we don’t really care Triggering events Pleasure Triggering events We can just abstract most of it out Things happening
24
Results of environmental pressure What the human race is good at is likely to be a source of pleasure … Cognition Learning Bigger reward than expected Achieving goals Pleasure Exercising Relaxation Coupling Dopamin-rewarded activities Endorphin-rewarded activities Socializing Giving birth Raising kids Oxytocin-rewarded activities It’s also likely to be good for us
25
The ‘function’ of games Games should provide a safe environment for us to become stronger, faster, smarter Let us experiment without risk
27
Pleasure Centers Psychological Biases Perception of probability Estimation of time length Self-validation...
28
Clinical studies on MMO addiction Limited rewarding activities Short action/reward cycle Small action, big reward High addiction potential
29
Why is Diablo worse than crack? Limited rewarding activities Short action/reward cycle Small action, big reward High addiction potential
30
Motivation VS Addiction Triggering events Pleasure Triggering events Things happening
32
Study: Money as a motivator? Study: Money as a motivator? Autonomy Competency Purpose ++ Long term Engagement
33
The Situation Geek is chic Current gamers are underserved Intrinsic motivation is not only ethical But also the best way to engage customers long term Non-gamers evolve into gamers
34
(Note how XCOM resonates with the early Rainbow Six games)
35
TimeMoney
36
TimeStamina
41
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
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.