Building features that increase player engagement
This case study highlights how we can increase a player's life cycle on an online casino by adding specific features that increase retention and engagement with the online platform.
"Find 5 minutes of fun, and make it repeatable."
Engagement Vs. Addictiveness
There are two major ways entertainment hooks us. Engagement requires us to actively use our brain, Addictiveness lulls us into a passive state of enjoyment. For the sake of this case study we will be focusing only on engagement.
Examples of Engaging Entertainment
Playing a Football Match with friends
Playing FIFA
Strategic Sports Betting (trading)
Movies like Bandersnatch (Black Mirror Project)
Examples of Addictive Entertainment
Watching a football match
Opening Fifa loot boxes
Slot machines
Binge watching Netflix
Attributes that make an Engaging Product
Five main "Engagement" attributes identified are as follows; Flow, Novelty, Mastery, Goals & Mental Challenge. Each main attribute is made up of smaller, measurable elements of the whole experience.
Flow: The Rythm within Play
Attribute: Pacing
Pacing describes the relationship between the activity, the intensity of that activity, and the duration of the activity.
How to Measure:
Tempo (Actions per second) across a gaming session.
Plot Intensity against time.
Average session time.
Average onboarding time.
Idle time in a middle of session.
Attribute: Anticipation
Build up the event and broadcasting the result.
How to Measure:
Time it takes for an action to be converted into a tangible result.
Average time it takes to reach next level (if you have a leveling up system)
Attribute: Variation
The user is engaged in different activities during a single gaming session.
How to Measure: Time user activity is changed during a typical gaming session. (Gaming session must be a repeatable pattern)
Novelty: Curiosity and exploration
Attribute: Mystery
Fore-shadowing of a feature months before release.
How to Measure: How many features are your users looking forward to in the upcoming 30 days.
Attribute: Idea Introduction Rate
Introduction of new games/categories without altering the core gameplay loop. Foreshadow the new idea before the launch.
How to Measure: Plot available games/providers/game categories vs how many players diversify the slots they play on.
Mastery: knowledge coupled with execution
Attribute: Dynamic Difficulty
Start easy to win, gets harder as the game progresses.
Action: Introduce players to more challenging/complex tasks on your site.
Attribute: Skill Judgement
The number of disciplines a user is being tested on to be successful.
How to Measure: Time it takes for an action to be converted into a tangible result.
Goals: if you climb a mountain, find a bigger mountain
Attribute: Long Term Goal
The exit strategy. What is the end goal and what is the player wants to achieve ultimately? We want this to be a moving goalpost.
How to Measure: Churn rate after a 1day/3days/9days.
Attribute: Short Term Goals
Offer a roadmap to achieve the end goal. Offer frequent feedback and inform on progression.
Action: Understand at what milestone are your players churning, form hypothesis and test those out.
Attribute: Achievements
Show off badges and other items that the user might have achieved. Works better in an online multiplayer setting.
Action: Add achievements that players can show off to peers.
Mental Challenge: explore and understand the inner workings of a game system
Attribute: Strategy
Planning and researching the game meta.
How to Measure: Time spent planning before execution. This includes any research done on other websites and forums.
Attribute: Trill of exponential growth
Present an opportunity to experience big rewards after playing for some time.
How to Measure: How many features we have that allow players to win big.
Attribute: Optimize
Ability to automate the boring parts so a player can focus on more interesting activities.
How to Measure: Time doing repetitive tasks
Attribute: Depth
How easy it is to fully comprehend all options offered in the game?
How to Measure: Skill tiers (number of different personas is a good indicator)