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7 Psychological Tactics Used In Games
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7 Psychological Tactics Used in Games

Jan 09, 2017

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Page 1: 7 Psychological Tactics Used in Games

7 Psychological Tactics Used In Games

Page 2: 7 Psychological Tactics Used in Games

Successful F2P games are a brew of persuasion techniques designed to achieve fast engagement and revenue.

Page 3: 7 Psychological Tactics Used in Games

Love it or hate it, you have to acknowledge it.

Page 4: 7 Psychological Tactics Used in Games

Here’s a short list of the 7 most notorious persuasive methods that can be found in casual games today:

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Loss AversionPeople strive to avoid pain. And losing is painful. We experience loss in twice as intense a manner

than we enjoy a possible gain.

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A classic “loss aversion trap”. Players are reluctant to lose the progress they have made in a level and pay to avoid loss.

Game: Love Rocks Starring Shakira

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Notice the strong language, “Don’t abandon the baby pandas!” that aims to trap users in the loss aversion corner.

Game: Panda Pop

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Timers are often used to stress users into a quick decision.(BTW, nothing happens when this timer hits zero).

Game: Panda Pop

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No wonder Tinder is charging for the undo functionality.People pay to avoid loss!

Game: Tinder

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See how I persuaded you to click my link? Such a cunning chap!

Moving on.

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Endowed ProgressPeople who feel they’ve made some progress toward a goal

are more committed to achieve that goal.

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Level systems are made with the endowed progress effect in mind.A “progress” is made immediately after the first play.

Game: Temple Run 2

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All “timer based” games are built around starting processesthat players feel compelled to finish, only because they started.

Game: Minions Paradise

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Progress bars, especially those who offer concrete milestones backed by rewards work wonders on players.

Game: Minions Paradise

Milestones

Rewards

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Ever wondered how come you always have some of the ingredients needed to complete a mission? Now you know why.

Game: Hay Day

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Simple, concrete goals can do wonders to boost retention.

Game: Elevate

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Envy/EmbarrassmentAn emotion which occurs when a person lacks another’s superior

quality, achievement, or possession.

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World building games often show players their neighbours’ achievements to tap on their envy - embarrassment axis

Game: Simpsons Tapped Out

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Some games would let players play with superior equipment during tutorial phase, only to take it away on the first level.

Game: CSRacing

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Watching your friends progress while you lag behind is a classic envy - embarrassment motivator.

Game: Candy Crush Saga

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Finally, leaving your awkward family group on Whatsapp is too damn embarrassing for you to even think about it.

Game: Whatsapp

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ReciprocityResponding to a positive action with a positive action. When

someone gifts us we feel obligated to give something in return.

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Receiving gifts on Candy Crush would make players more probable to return the favour when their friends are in need.

Game: Candy Crush Saga

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This is such a strong social norm that some games would force players to give gifts.

Game: Angry Birds 2

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On this game, friends can retrieve gems that were stolen from a player’s treasure. The grateful owner would feel obligated to

return the favor.

Thank You!

Thank You!

Return Favor

Game: King of Thieves

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ScarcityWe automatically desire items that are scarce or unique.

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Many items in games are considered “rare” just so players would desire them.

Game: Fallout Shelter

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“Special offer” with “limited time to purchase” makes the offer seem unique. This is known as false scarcity.

Game: Hay Day

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That what happens when false scarcity meets loss aversion.

Game: King of Thieves

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Players that won that gun have only 1 hour and 39 minutes to use it. A tactic made to enforce play.

Game: Shooty Skies

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TriggeringUnderstand players’ motivation first, then trigger them to a desired action.

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Game: Best Fiends

Player’s motivation: more keys!Developer’s motivation: Like on FB

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Game: Best Fiends

Player’s motivation: more gems!!Developer’s motivation: follow on

Instagram

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Player’s motivation: more lock picks.Developer’s motivation: Show ads.

Game: King of Thieves

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Player’s motivation: to play more.Developer’s motivation: Players to enable push notifications.

Game: King of Thieves

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Bad triggering: Waze offering me to stop by Whole Foods when they know I’m on my way to someplace else. (And I’m late!)

Game: Waze

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Endowment EffectWe overvalue things just because we own them.

That’s why it’s so hard to leave a game we’ve invested in.

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Every completed level makes it harder to leave the game.

Game: Candy Crush Saga

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So much work went into building this farm, it’s very hard to leave that behind.

Game: Hay Day

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Hard earned collections seems too valuable to leave behind.

Game: Dungeon Boss

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SO!Think you got all of that?

How about a little..

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QUIZ

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Name the psychological tactics you see in this screenshot.

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Endowed Progress

Triggering

Triggering

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And here?

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Scarcity

Endowed Progress

Endowed Progress

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And here?

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Endowed Progress

Loss Aversion

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