Players like games that give them prizes, shows Almedia

Players like games that give them prizes, shows Almedia

Players who receive rewards for playing or downloading the game often feel more positive towards the game and more often recommend it, in keeping with the study conducted by the Almedia acquisition company. This is particularly true, in keeping with the study, if the prize in query has tangible value outside the game, reminiscent of money or gift cards. Users are 76% more exposed to the game from which the player received such a reward.

The study defines “actual prizes” as objects with tangible value outside the game, reminiscent of money or gift cards. “Awards in the game” are virtual positions with a value in the game economy. Almedia test – the other a part of one awards – was conducted by the Research atomik using 2 003 mobile players in the USA and Great Britain. 50% received real awards for playing games, while the remaining 50% received rewards in the game. It is value noting that the study does not offer any data on players who have not received any rewards for playing.

Of the players who received awards in the real world, 71% reported that they played more in the game after receiving them, and 85% claims that they are still playing, even if apparently there are no more prizes. 72% also added that they take into account the awards when trying latest games.

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Of the players who received awards in the game, 58% said that they may probably play in another way if they receive tangible prizes and 65% said they’d try a latest game more often if they provide such advantages. 75% of all surveyed players said that they feel more positive about games offering such awards, and 42% said that they’d be more prone to play mobile games for prizes or incentives.

Acquiring users and the advantages of users

Now the arrangements themselves are not particularly surprising-of course players would consider activity attractive if they provide them some type of a real prize. However, it indicates the evolving player’s attitudes towards mobile monetization forms. Players prefer the prize more often, especially if they experienced it in other games. Almedia itself runs the FreeCash platform, which offers users a strategy to win awards for the game.

The Almedia study discusses the impact of those increased expectations on players and programmers. 95% of the creators who conducted campaigns of the acquisition of users based on prizes said that they imagine that this gave them a competitive advantage, and 82% stated that these campaigns exceeded other UA campaigns.

Moritz Holländer, general director of Almedia, said in a statement: “Our deep study of players clearly shows that there is a voracious appetite for prizes in the mobile games industry. We have never been witnessing a massive actual reward in games before. We currently see real-time transformation in how players choose what they play based on prizes-also rewarding the ability to support valuable long-term relationships between players and games. This is complete rewriting how and why users are involved in the content of games, as well as very much needed in which games studies have barriers to acquiring and stopping players on a highly competitive market. “

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