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0:02
Hello and welcome to FuffleWib , the podcast
0:04
where we talk about gaming , technology
0:06
and entertainment . I'm
0:08
your host , quantico , and today
0:10
we have a very interesting topic how
0:13
video games monetize and persuade players
0:15
to spend money . We
0:19
all love video games , right ? They
0:22
are fun , immersive and engaging
0:24
. They can also be very
0:26
addictive and sometimes very
0:28
expensive . Have you ever
0:30
wondered why you feel the urge to buy that extra
0:32
loot box , that special skin or
0:35
that premium subscription ? How
0:37
do video games manipulate your psychology
0:40
and emotions to make you spend more than you
0:42
planned ? In
0:45
this episode , we will explore some of
0:47
the techniques and strategies that video
0:49
game developers use to monetize their
0:51
games and influence your behavior . We
0:54
will also discuss how you can be more aware
0:56
and conscious of your spending habits and
0:58
avoid falling into the traps of compulsive
1:01
gaming . But
1:04
before we dive into the topic , let me
1:06
remind you that you can support this podcast
1:08
by subscribing , reading and
1:10
reviewing it on your favorite platform . You
1:13
can also follow us on social media and
1:16
join our Discord server , where you can chat
1:18
with other listeners and share your opinions
1:20
and feedback . Thank
1:22
you for your support . Now
1:26
let's talk about video game monetization
1:29
. What does it mean and
1:31
why is it important ? Monetization
1:34
in games refers to earning revenue from games
1:36
, often through in-game purchases , ads
1:39
or subscription models . It
1:41
is a delicate balance that involves providing
1:43
valuable content to players while encouraging
1:46
them to spend on optional in-game items
1:48
. To
1:51
unlock the potential of monetization , game
1:54
developers must understand player psychology
1:56
and motivations . By
1:59
aligning monetization strategies with player
2:01
preferences , developers can create
2:03
a win-win situation for players and
2:05
themselves . There
2:09
are many models of monetization in video
2:11
games and no one-size-fits-all
2:13
approach exists . Some
2:16
of the most common ones are the
2:20
Pay-to-Download Model . The Pay-to-Download
2:22
Model , also known as the Premium
2:24
or Pay-to-Play Model , involves players paying
2:27
an upfront fee to download and access
2:29
the game . In this model
2:31
, developers typically set a fixed price
2:33
for the game and once players make the
2:35
payment , they gain full access to
2:37
all the game's content and features . No
2:40
additional in-game purchases are required
2:43
to progress or enjoy the game entirely
2:45
. This model is often
2:47
used for high-quality games with a strong
2:49
brand recognition and loyal fan base
2:51
, such as the Grand Theft Auto , the
2:53
Witcher or Call of Duty series . Free-to-play
2:59
Model . The Free-to-Play Model has gained
3:01
immense popularity recently , particularly
3:04
in mobile and online gaming . In
3:06
this model , the game is free , allowing
3:09
anyone to download and play without any
3:11
initial cost . However
3:13
, developers generate revenue by providing
3:16
various in-app purchases , iaps
3:18
, or virtual goods within the game
3:20
. These can include cosmetic
3:23
items , power-ups , in-game
3:25
currency or other enhancements players
3:27
can buy to enhance their gaming experience
3:29
. This model is often
3:31
used for casual , social or
3:33
competitive games that rely on network
3:35
effects and viral marketing , such
3:37
as Candy Crush , fortnite or League
3:40
of Legends . Pay-to-win
3:44
Model . The Pay-to-Win Model is a controversial
3:46
monetization approach that has garnered criticism
3:49
from players and gaming communities . In
3:52
Pay-to-Win Games , players can purchase
3:54
in-game items , upgrades or
3:56
advantages that significantly impact gameplay
3:59
, giving them a distinct advantage over
4:01
those who choose not to spend money . This
4:04
model can create an imbalanced and unfair
4:06
gaming environment , as players who invest
4:09
money can progress faster , defeat opponents
4:11
more efficiently or access exclusive
4:13
content that non-paying players can't
4:15
. Pay-to-win Models are
4:17
often seen as paying for success , frustrating
4:20
players who prefer skill-based challenges
4:22
and a level-playing field . This
4:25
model is often used for games that target
4:27
a niche or hardcore audience that is willing
4:29
to pay for competitive edge , such
4:31
as Clash of Clans , fifa Ultimate
4:34
Team or Star Wars Battlefront 2
4:36
. These
4:39
are just some of the examples of how video games
4:42
can monetize their products and services
4:44
. There are many other ways
4:46
, such as advertising , sponsorship
4:48
, merchandising , crowdfunding
4:50
or licensing . The
4:53
choice of monetization model depends on
4:55
many factors such as the type , genre
4:57
, quality and target audience of
4:59
the game , as well as the market trends
5:01
, consumer behavior and legal
5:03
regulations . But
5:07
how do these monetization models affect
5:09
the players and their decisions ? How
5:12
do they persuade them to spend money on things that
5:14
are not essential for the game ? What
5:17
are the psychological mechanisms behind these
5:19
techniques , and how can
5:21
players be more aware and conscious of their
5:23
spending habits and avoid falling into
5:25
the traps of compulsive gaming ? To
5:30
answer these questions , we need to look
5:32
at some of the theories and concepts from behavioral
5:35
economics , psychology and
5:37
neuroscience that explain how humans
5:39
make decisions and how they can be influenced
5:41
by external factors . In
5:43
the next segment , we will explore some of
5:45
these concepts and see how they apply to
5:48
video game monetization . Before
5:53
we delve into the fascinating world of behavioral
5:55
economics , psychology and
5:57
neuroscience , let's take a moment to
5:59
enjoy a short musical interlude . When
6:02
we return , we'll explore these concepts
6:04
and their application to video game monetization
6:07
. Stay tuned .
8:16
Music , music
8:19
, music
8:24
, music
8:31
, music
8:41
, music , music
8:52
Music
8:58
.
9:03
Music , music
9:10
, music Music
9:19
Music
9:28
, music , music
9:37
, music , music
9:48
, music
9:56
, music , music
10:05
, music
10:09
, music , music
10:19
, music , music
10:28
, music , music , music , music , music , music . Players
10:30
need to make a commitment and investment before
10:32
they can access the game Free
10:36
to play games , on the other hand , offer
10:39
a low value proposition upfront , as
10:41
players can download and play the game for
10:43
free without any risk or obligation
10:46
. However , they also
10:48
face a low barrier to entry , as
10:50
players can easily switch to another game
10:52
if they are not satisfied or engaged
10:55
. Pay-to-win games offer
10:57
a mixed value proposition , as players
10:59
can play the game for free , but also
11:01
have the option to pay for additional benefits
11:04
or advantages that can enhance their gameplay
11:06
or performance . However
11:09
, they also face a trade-off between
11:11
fairness and competitiveness , as players
11:13
who pay more can gain an edge over those
11:15
who don't . The
11:19
value proposition is not static , but
11:21
dynamic . It can change
11:23
over time depending on the player's experience
11:25
, feedback and expectations
11:28
. For example , a
11:30
player who initially enjoys a free-to-play
11:32
game may lose interest or satisfaction
11:34
if the game becomes too repetitive , boring
11:37
or frustrating . Alternatively
11:39
, a player who initially dislikes a paid-to-download
11:42
game may gain interest or satisfaction
11:44
if the game offers new content , updates
11:47
or challenges . The
11:49
value proposition can also vary
11:51
across different segments of players , depending
11:54
on their demographics , psychographics
11:56
and behaviors . For
11:58
example , a casual player may value
12:00
a game that is easy , fun and
12:03
social , while a hardcore player may
12:05
value a game that is challenging , immersive
12:07
and competitive . To
12:11
optimize the value proposition , game
12:14
developers need to understand their target audience
12:16
and their needs and wants . They
12:19
also need to design their games and monetization
12:21
strategies in a way that aligns with the
12:23
value proposition and creates a positive
12:26
feedback loop . A positive
12:28
feedback loop is a process that reinforces
12:31
itself through a cycle of actions and
12:33
outcomes that increase the value proposition
12:35
and the player's engagement and loyalty
12:37
. For example , a
12:39
game that offers a rewarding and satisfying
12:42
gameplay experience can increase the player's
12:44
enjoyment and motivation , which can
12:46
lead to more playtime and spending , which
12:48
can lead to more rewards and satisfaction
12:50
, and so on . However
12:55
, creating a positive feedback loop is
12:57
not enough . Game developers
12:59
also need to avoid creating a negative
13:01
feedback loop , which is a process that
13:03
undermines itself through a cycle of actions
13:06
and outcomes that decrease the value proposition
13:08
and the player's engagement and loyalty
13:11
. For example , a
13:13
game that offers a frustrating and unfair
13:15
gameplay experience can decrease the player's
13:17
enjoyment and motivation , which can
13:19
lead to less playtime and spending , which
13:21
can lead to less rewards and satisfaction
13:24
, and so on . One
13:28
of the ways that game developers can create
13:30
a positive feedback loop and avoid a negative
13:32
feedback loop is by applying the principles
13:35
of gamification . Gamification
13:37
is the use of game elements and mechanics in
13:40
non-game contexts to motivate and
13:42
engage users . Gamification
13:45
can enhance the value proposition of a game
13:47
or a purchase within a game by making
13:49
it more fun , meaningful and
13:51
rewarding . Some
13:55
of the common game elements and mechanics that
13:57
can be used for gamification are goals
14:00
. Goals are the desired outcomes or
14:02
achievements that a player pursues in a game
14:05
. Goals can provide direction
14:07
, focus and challenge to the player
14:09
, as well as a sense of progress and
14:11
accomplishment . Goals
14:13
can be intrinsic or extrinsic , depending
14:16
on whether they are driven by the player's own
14:18
interest or by an external reward . Goals
14:21
can also be short-term or long-term
14:23
, depending on whether they are achievable within
14:26
a single session or over multiple
14:28
sessions . Feedback
14:32
is the information or response that a player
14:34
receives from a game or a purchase within
14:36
a game . Feedback
14:38
can provide guidance , reinforcement and
14:40
recognition to the player , as well as
14:43
a sense of competence and mastery . Feedback
14:46
can be positive or negative , depending
14:48
on whether it confirms or contradicts the
14:50
player's expectations or actions
14:52
. Feedback can also
14:55
be immediate or delayed , depending
14:57
on whether it occurs right after or sometime
14:59
after the player's actions . Rewards
15:04
are the incentives or benefits that a player
15:06
receives from a game or a purchase within
15:09
a game . Rewards
15:11
can provide motivation , satisfaction
15:13
and gratification to the player , as
15:15
well as a sense of value and worth . Rewards
15:19
can be tangible or intangible , depending
15:21
on whether they are material or psychological
15:23
. Rewards can also
15:25
be fixed or variable , depending
15:27
on whether they are predictable or random
15:30
. Challenges
15:33
are the difficulties or obstacles that
15:35
a player faces in a game . Challenges
15:38
can provide stimulation , excitement
15:40
and curiosity to the player , as
15:42
well as a sense of challenge and skill . Challenges
15:46
can be adaptive or static , depending
15:48
on whether they adjust to the player's level or
15:50
remain constant . Challenges
15:53
can also be competitive or cooperative
15:55
, depending on whether they involve other
15:57
players or not . Social
16:01
is the interaction or connection that a player
16:04
has with other players or the game community
16:06
. Social can provide
16:08
support , belonging and identity
16:10
to the player , as well as a sense of
16:12
social and cultural capital . Social
16:15
can be synchronous or asynchronous , depending
16:18
on whether it occurs in real time or not
16:20
. Social can also be
16:22
collaborative or competitive , depending
16:24
on whether it involves cooperation or
16:26
competition with other players . These
16:31
are just some of the examples of how gamification
16:34
can enhance the value proposition of
16:36
a game or a purchase within a game
16:38
. There are many other game
16:40
elements and mechanics that can be used for
16:42
gamification , such as avatars
16:44
, badges , leaderboards , levels
16:47
, quests , stories and
16:49
so on . The choice of
16:51
gamification elements and mechanics depends
16:53
on the type , genre and target audience
16:55
of the game , as well as the desired outcomes
16:58
and behaviors of the players . However
17:03
, gamification is not a magic bullet
17:05
that can guarantee success or satisfaction
17:07
. Gamification
17:09
can also have negative effects or consequences
17:12
, such as addiction , manipulation
17:14
or exploitation . To
17:16
avoid these pitfalls , game developers
17:19
need to use gamification ethically and
17:21
responsibly and respect the player's
17:23
autonomy , consent and well-being . They
17:27
also need to monitor and evaluate the
17:29
impact and effectiveness of gamification
17:31
and adjust or improve their strategies
17:33
accordingly . As
17:37
we wrap up our discussion on the powerful tool
17:39
of gamification , let's take a moment to
17:41
reflect . Enjoy a
17:43
brief musical interlude while we consider
17:45
the ethical responsibilities of game developers
17:48
and the importance of safeguarding players' well-being , when
17:52
we return , we'll continue exploring
17:54
the world of video game monetization . Stay
17:57
with us .
19:33
I think they'll be told to die as soon
19:39
as I'm gone . It will die , and
19:41
if you can't live , I will sing , and
19:46
if you can't die , I will sing , and
19:50
if you can't die , I will sing , and
20:21
if you can't die , I will sing , and if
20:23
you can't die
20:26
, I will sing
20:28
, and
20:32
if you can't die , I will
20:34
sing , and if you
20:36
can't die , I will sing
20:38
, and if you
20:40
can't die , I will sing , and
20:45
if you can't
20:47
die , I
20:49
will sing , and
21:16
if you can't die , I will sing , and
21:32
if you can't die , I will sing .
21:37
And if
21:54
you can't die , I will sing . And
22:06
if you can't die
22:08
, I will sing . And
22:22
if you can't die , I will sing . And
22:33
if you can't die , I will sing . In
22:37
this segment , we will look at some of the specific
22:40
techniques and tactics that video game
22:42
developers use to monetize their games
22:44
and persuade players to spend money . These
22:47
techniques and tactics are based on the application
22:50
of the psychological concepts and principles
22:52
we discussed earlier , as well as the understanding
22:55
of the player's cognitive biases and
22:57
heuristics . Cognitive
23:01
biases and heuristics are mental shortcuts
23:03
or errors that humans use to simplify
23:06
and speed up their decision making , often
23:08
at the cost of accuracy or rationality
23:10
. By exploiting these cognitive
23:13
biases and heuristics , video
23:15
game developers can manipulate the player's
23:17
perception , emotion and behavior
23:20
and increase their likelihood of spending
23:22
money . Some
23:25
of the common cognitive biases and heuristics
23:28
that video game developers use to monetize
23:30
their games and persuade players to
23:32
spend money are Anchoring
23:37
Effect . The
23:39
anchoring effect is the tendency to rely
23:41
too much on the first piece of information
23:43
offered when making decisions . For
23:46
example , if a game offers a bundle
23:48
of items for $9.99
23:51
and then shows another bundle of items
23:53
for $4.99
23:55
, the player may perceive the second bundle
23:58
as a bargain , even if the items are not
24:00
worth that much . The game
24:02
uses the first bundle as an anchor to
24:04
influence the player's judgment of the second
24:06
bundle . Availability
24:10
Heuristic the
24:13
availability heuristic is the tendency
24:15
to estimate the likelihood of events based
24:17
on how easily they come to mind . For
24:20
example , if a game shows a pop-up
24:22
message that says only 10% of
24:25
players have this item by
24:27
it now , the player may think that the item
24:29
is rare and valuable , even if it
24:31
is not . The game uses
24:33
the availability heuristic to create a sense
24:36
of scarcity and urgency for the item
24:38
. Confirmation
24:42
Bias the
24:44
confirmation bias is the tendency to
24:46
search for , interpret , favor
24:48
and recall information that confirms
24:50
once pre-existing beliefs or hypotheses
24:53
. For example , if
24:55
a player believes that a certain item or
24:57
strategy is effective in a game , they
25:00
may ignore or dismiss any evidence
25:02
that contradicts their belief and focus
25:04
on any evidence that supports their belief
25:06
. The game uses the confirmation
25:09
bias to reinforce the player's confidence
25:11
and satisfaction with their purchase or
25:13
decision . Endowment
25:17
Effect the
25:20
endowment effect is the tendency to value
25:22
something more once one owns it or has
25:24
invested in it . For example
25:26
, if a player has spent a lot of time
25:28
, money or effort on a game or
25:31
character , they may feel attached to
25:33
it and reluctant to abandon it . The
25:35
game uses the endowment effect to create
25:37
a sense of ownership and loyalty for the game
25:40
or the character Framing
25:44
Effect . The
25:46
framing effect is the tendency to react
25:48
differently to a choice depending on how
25:51
it is presented . For example
25:53
, if a game offers a choice between paying
25:55
$1.99 for
25:57
an item or watching a 30-second ad
25:59
for the same item , the player may prefer
26:01
the latter option , even if the value of
26:04
their time is higher than $1.99 . The
26:08
game uses the framing effect to make the player
26:10
perceive the ad as a better deal than
26:12
the payment . Loss
26:16
Aversion Loss aversion is
26:18
the tendency to prefer
26:21
avoiding losses to acquiring equivalent
26:23
gains . For example
26:25
, if a game offers a limited time offer
26:27
or a daily reward , the player may
26:29
feel compelled to take advantage of it , even
26:32
if they don't need it or want it . The
26:34
game uses loss aversion to create a fear
26:36
of missing out . Fomo for the player
26:38
. Reciprocity
26:42
Reciprocity
26:45
is the tendency to respond to a positive
26:47
action with another positive action . For
26:50
example , if a game gives a player a
26:52
free gift or a bonus , the player
26:55
may feel obliged to return the favor , such
26:57
as by making a purchase or leaving a positive
26:59
review . The game uses
27:02
reciprocity to create a sense of gratitude
27:04
and obligation for the player . Reciprocity
27:09
is the tendency to approve . Social
27:12
proof is the tendency to follow the behavior
27:14
of others , especially when uncertain or
27:16
unsure . For example
27:18
, if a game shows a player the number of
27:20
other players who have bought or liked an item
27:23
, the player may be more likely to buy
27:25
or like it too . The game
27:27
uses social proof to create a sense of
27:29
popularity and validation for the item
27:31
. These
27:34
are just some of the examples of how video
27:36
game developers use cognitive biases
27:39
and heuristics to monetize their games
27:41
and persuade players to spend money . There
27:44
are many other cognitive biases and
27:46
heuristics that can be used for this purpose
27:48
, such as the decoy effect , the halo
27:51
effect , the sunk cost fallacy , and
27:53
so on . The choice
27:55
of cognitive biases and heuristics
27:57
depends on the type , genre and
27:59
target audience of the game , as well as
28:01
the desired outcomes and behaviors of
28:03
the players . However
28:07
, using cognitive biases and heuristics
28:10
to monetize games and persuade players
28:12
to spend money is not always ethical
28:14
or beneficial . Cognitive
28:17
biases and heuristics can also have
28:19
negative effects or consequences , such
28:21
as deception , coercion or exploitation
28:24
. To avoid these pitfalls
28:27
, game developers need to use cognitive
28:29
biases and heuristics ethically and
28:31
responsibly and respect the player's
28:33
autonomy , consent and well-being
28:36
. They also need to monitor
28:38
and evaluate the impact and effectiveness
28:40
of cognitive biases and heuristics
28:43
and adjust or improve their strategies
28:45
accordingly . And
28:49
that's it for today's episode of FuffaWeb
28:51
. I hope you learned something new
28:53
and interesting about video game monetization
28:56
and persuasion . If
28:58
you did , please subscribe , rate
29:00
and review this podcast on your favorite
29:02
platform . You can also
29:04
follow us on social media and join
29:06
our Discord server , where you can chat with
29:08
other listeners and share your opinions and
29:10
feedback . Thank you for
29:12
your support . This is Quantico
29:15
signing off . Until
29:17
next time , keep gaming and keep learning
29:20
.
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