Nowadays, more and more mobile Internet products, especially e-commerce and platform products, are introducing gamification mechanisms. Gamification, especially gamification in the form of mini-games, has two most direct values: Mini games give users more reasons to open the app, increasing the frequency of app opening and online time. The frequency of opening and online time themselves can improve the position of a product in the user's mind. Mini games are often closely related to the business, and will guide users to use a service within the product more frequently, or cross-use services that have not been experienced within the product. The most typical gamified products in China include Alipay, Taobao, and Pinduoduo. To discuss gamification, we need to first align our understanding of what “gamification” is. On Wikipedia, gamification is defined as the application of game elements and game mechanics to non-game contexts. The reason why game elements and game mechanisms are applied is that games are a special product in which people voluntarily spend their time, money and energy to do something that usually has no real economic benefits. Therefore, how to make real-life tasks or products as attractive as games has become a goal of many product and organizational system designs. But is it really enough to just add game elements and mechanics? What kind of game elements and game mechanics are more effective becomes a pressing question that needs to be answered. We need to ask a step further: why do people like to play games? What is the driving force that drives people to like playing games? If we find the driving force behind the game's appeal, can we directly try to apply this driving force to the product rather than superficial game elements? User psychology insightsSocial gameplay, there is social interaction, and then there is gameplay. Gain insights into user psychology and behavioral changes from the essence of social interaction; design different gameplay mechanisms based on user insights. The book "Social Dividend" believes that: Social dividend (benefits) = information * connection * interaction. It can be considered that the components of social are content, relationship, and interaction, among which social relationships are the core. When the human brain handles social relationships, there must be a clear driving force behind it. The output of these factors in the brain is also weighted according to the processing methods of the left and right brains. The magazine "Public Library of Science Public Science" believes that in the process of collecting and processing information, the left brain is more inclined to logical thinking, that is, rationality and objectivity, while the right brain is more inclined to artistic emotion, that is, emotional thinking. *Human brain thinking process 1. Left brain thinking: Features: rational creation, output benefits, interest stimulation, information collection and logical processing one by one Composition: The core driving forces of the left brain include four major driving forces: progress and sense of achievement, ownership and possession, social sense and creativity. It can make trade-offs based on its own logical output and the value benefits that can be obtained. Applicable scenarios: Cultivation games, interactive games, RPG role-playing games, instant interest induction games 2. Right Brain Thinking: Characteristics: perceptual cognition, mental changes, information collection and processing based on personal sensitivity points Composition: The core driving forces of the right brain include curiosity, resonance with people of the same type, personal or collective honor among group users, and the desire to explore unknown things. After collecting batches of information, it tends to process based on its own sensitive single points. Applicable scenarios: innovative interactive, multiplayer online PK, personalized evaluation, emotional product promotion Game model designSocial gameplay is the expression and implementation of user needs. From the time a user enters the gameplay interaction starting point to the time they leave the page, there are three core elements in the process: the user's own interactive operations, the user's spontaneous dissemination and sharing, and fission under the gameplay mechanism. The gameplay is based on thinking at the user operation level, the dissemination is based on thinking at the sharing motivation level, and the fission is based on thinking at the dissemination model level. The book "Yu Jun Methodology" points out: Product value = new experience - old experience - switching cost. In Yu Jun's product value formula, the meaning of gamification is to increase the value of "new experience", so that when the value of some products is 0 or slightly negative, the product value can be restored to positive by enhancing the "new experience", thereby allowing such users who are on the edge of use to use the product. *Game model design framework 1. Thoughts on gamification Features:
Business application scenarios:
2. Thoughts on sharing mechanismFeatures: The primary premise of content dissemination, based on existing users, the core means of attracting incremental users, low fault tolerance, and efficient sharing mechanism must have user self-propagation attributes (emotional resonance, interest matching, atmosphere hotspot introduction, highlight achievement guidance, etc.) Business use scenarios:
3. Thoughts on the fission mechanismFeatures: Value-added services of trust relationship, the premise is that multiple people benefit. Before the implementation path is reached, any one of the page content interest stimulation, gameplay introduction, and emotional needs can hit the fissioned users. Business use scenarios:
The value boundary of social game playLet’s first look at two other models, which can help us better understand how “gamification” works on products. Yu Jun’s product value formula: Product value = new experience – old experience – switching cost In Yu Jun's product value formula, the meaning of gamification is to increase the value of "new experience", so that when the value of some products is 0 or slightly negative, the product value can be restored to positive by enhancing the "new experience", thereby allowing these users who are on the edge of use to use the product. Fogg Model: Behavior = Motivation + Ability + Trigger In the Fogg model, gamification is to increase the value of "Motivation" so that users have additional motivation in addition to using the product functions themselves, so as to make the usage behavior more likely or more frequent. The value of gamification is actually the finishing touch, providing a certain "boost" effect on the product, but you cannot make a product that lacks user value successful through gamification. At the same time, “boost” means that this force is relatively weak, so it makes more sense to push a product in small, short steps and with high frequency. However, it is difficult to change the path of long decision-making things through gamification, such as buying a house, a car, or a large insurance policy. For e-commerce, this is a high-frequency business with universal user demand, but the gamification of Pinduoduo and Taobao still needs the help of coupons. At the same time, they cannot guide you to buy products that you have no demand for. Instead, they recommend you to use coupons to buy products that you may have been interested in through your browsing history and purchase history. Only in this process can the gamification push be more effective. Author: Leon New Retail Notes Source: Leon New Retail Notes |
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