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Aug 4, 2022

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)

© 2025 KATANA DIGITAL Ltd - ALL RIGHTS RESERVED

© 2025 KATANA DIGITAL Ltd - ALL RIGHTS RESERVED

© 2025 KATANA DIGITAL Ltd - ALL RIGHTS RESERVED