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How free games are designed to make money - YouTube
Channel: Vox
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After Pokemon Go was released in the US, it
took less than a day before it was making
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more money than all the other apps in both
Appleâs and Googleâs app stores.
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âItâs already earned $14 million in revenue
since launching last Wednesday â not even
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a full week.â
But users didnât have to pay a cent for
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the game. All that money was coming from optional
purchases people were making as they played.
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This is the world of Freemium apps â a business
model that, in the past few years, has largely
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wiped out the market for paid games.
Now game designers have to monetize the gameplay
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and one way to do that is by applying some
fundamental lessons of behavioral psychology.
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The first thing these games do is set up a
virtual currency so that it doesnât feel
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like youâre spending real currency, even
though you are.
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This is a variation on something weâve known
for decades - which is that people find it
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harder to spend money when theyâre paying
in cash than if theyâre using a card.
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âSo when you pay cash for something, you
see it leave your hands and you get a very immediate
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sense of how much your cash reserves have
dropped, how much your wealth has dropped.â
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Games add yet another layer. You pay for lollipop
boosters with gold bars and you pay for gold
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bars with your credit card, which is already
distanced from actual payment.
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And then on top of that, they donât make
the exchange rate simple. Itâs not 50 gems
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for 50 cents.
âTheyâre always something weird like 1
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dollar will get you 12 purple diamonds, and
that sort of off kilter exchange rate is the
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same thing you see with people spending â tourists
spending money that theyâre not familiar
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with in foreign countries.â
If incense costs 80 pokecoins and a batch
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of 550 pokecoins costs $4.99, how much real
money does incense cost? Yeah i donât know
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either.
So youâre spending money that doesnât
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seem real and it only takes a second because
the app store already has your credit card.
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The whole payment process is designed to be
painless.
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Other parts of the game, however, are designed
to be painful.
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A key finding of behavioral research is that
people tend to experience unexpected losses
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more intensely than comparable gains. That
can inform the timing of purchase prompts.
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In Puzzle & Dragons, players progress through
a dungeon before facing a boss, and if they
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die, they stand to lose all the rewards they
just earned. Thatâs when theyâre presented
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with the option to save their coins and their
points by spending magic stones, which you
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can by in the store with real money.
Other developers actively embed inconvenience
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into the games, so that you can purchase convenience.
In Clash of Clans and Game of War, everything
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you try to build has wait times that get progressively
longer but are skippable, for a price.
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âSo they build incentives to remove pain
points into the games and then if they want
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that, then they have the incentives to insert
pain points into the game.â
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Ultimately though, only a tiny percentage
of players actually become payers. And a small
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percentage of payers are those so-called âwhalesâ
â people who will pay hundreds, sometimes
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thousands of dollars in the app.
The marketing firm Swrve estimates that about
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half of the revenue for mobile games is coming
from less than a half of a percent of all
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players.
Which means that for some of these games,
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non-paying users, which is most people, are
essentially pouring time into a game designed
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to hit the pain points of a small, susceptible
group of players. If youâre really having
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fun, thatâs fine.
But it might be worth rewarding games that
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find another way. As of now, the monetization
in Pokemon Go is unobtrusive, itâs kind
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of tucked away. And that lack of manipulation
is a pretty good reason to buy some lure modules
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and some incense.
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One argument in favor of free-to-play games
and in-app purchases is that they give developers
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a reason to keep updating the games. And theyâre
collecting tons of data in order to inform
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those updates â things like where you get
stuck, where you close the game, which features
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are most popular. All that data can help them
keep making a game that you want to keep playing.
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But it also means that they can tweak the
prices based on individual profiles and behavior.
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If it seems like youâre about to quit, hey
hereâs a discount. Or if youâre the type
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of person who will spend a lot of money, maybe
they bump up the prices a bit. They can even
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look at how fancy your phone is and what country
you live in and set the prices accordingly.
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According to one survey, 40% of game developers
said they were setting different prices for
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different players. But the survey was anonymous
and itâs pretty hard to tell which games those are.
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