
Gamification
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Feature: Getting Past Analytics In Social Games
From left: Pandora's Tony Conrad, Rovio North America General Manager Andrew Stalbow. Photo: JP Mangalindan/Fortune FORTUNE -- Angry Birds is the game franchise that just keeps on giving.
Angry Birds: 350 million downloads and counting
What Does the Future Gamer Look Like? - Tricia Duryee - Commerce
<a href="http://adserver.adtechus.com/adlink/3.0/5242.1/2382763/0/0/ADTECH;alias=Gamasutra_Social_Online_IMU1_300x250;loc=300;key='+adkeys+';grp='+adrand+'" target="_blank"><img src="http://adserver.adtechus.com/adserv/3.0/5242.1/2382763/0/0/ADTECH;alias=Gamasutra_Social_Online_IMU1_300x250;loc=300;key='+adkeys+';grp='+adrand+'" border="0" width="0" height="0"></a> In a new Gamasutra feature , contributor Simon Ludgate examines how social game makers are tweaking the free-to-play model to maximize both player value and developer revenue at the same time. Ludgate starts by examining the traditional MMO monthly fee subscription model, which left out players with lots of time but not enough money to devote to the game's fixed costs. Many social games instead use an "energy" model, where players could play for free for a limited time before being forced to pay money or wait for in-game energy to recharge before getting more play time.
Feature: How The Free-To-Play Model Is Evolving
Les jeux «freemium» rapportent gros | Applications
Une autre enquête de Flurry portant sur l'App Store d'Apple a établi que les applis freemium rapportaient plus aux développeurs que les applis payantes. - Photo AP Les utilisateurs américains de tablettes et mobiles iOS et Android qui effectuent des achats intégrés aux applications vidéoludiques peuvent dépenser jusqu'à 50$ -l'équivalent d'un jeu console ou PC- en une seule transaction, selon une étude publiée le 25 juillet par Flurry Analytics. Les plateformes de vente en ligne d'applications regorgent de jeux gratuits, mais la majorité de ceux-ci utilisent un modèle «freemium», encourageant les mobinautes à faire des achats au sein de l'appli (in-app), pour acquérir des niveaux supplémentaires ou débloquer des fonctionnalités. Selon le cabinet d'étude de marché Flurry Analytics, les consommateurs américains dépensent en moyenne 14$ par transaction in-game (au sein du jeu). 13% des achats in-app sont supérieurs à 20$ et plus de 5% atteignent ou dépassent 50$.SXSW '11 : Seth Priebatsch, ninja en chef, SCVNGR
Intrinsic Motivation and Extrinsic Rewards
Management implications of the interaction between intrinsic motivation and extrinsic rewards David Beswick, University of Melbourne Managers generally, and anyone formally or informally responsible for oversight of others who are engaged in work or learning tasks, will be aware that some people are participating more out of interest in the task than others are. Others gain their satisfaction principally out the way in which their performance on the task leads to rewards like pay or status or good grades in a course. But typically there is a mixture of motives for which a range of different incentives is relevant.The Engagement Hierarchy - What Games Are
<img alt="Photo: Christopher Griffith" src="/magazine/wp-content/images/19-07/ff_gamed_f.jpg" title="How Online Companies Trick You Into Sharing, Spending, and Joining More." width="660" height="464" /> Zynga, Facebook, Apple, and many other online companies and services are refining techniques developed by game developers to keep you in their game. Photo: Christopher Griffith; brain created by Megan Caponetto/Apostrophe You’re not stupid, but you can be fooled.

