The Fogg Behavior Model is one of many models designed to understand exactly what motivates specific behaviors in individuals and groups. This simple yet powerful model can reveal strategies for motivating behavior in almost any context, whether it be changing behavior within a workplace, working with your kids, or motivating consumers to buy products. Of course, we are chiefly interested in how this model can apply to motivating video-game consumers to try a product or service, which can include games, peripherals, platforms or virtually any other product in our industry.
Stated simply, the model presents behavior as the result of a combination of ability, motivation and triggers:
Behavior = Ability + Motivation + Triggers
This simple model can reveal tactics for:
- Increasing the number of microtransactions in a f2p game
- Influencing people to try product demos
- Gaining and maintaining subscriptions
- Increasing retail purchases
- Influencing platform decsions (hardware or software)
- Motivating employees in gaming companies (developers, publishers, retail, etc.)
- Motivating potential investors (traditional or crowdfunded)
Let's go through the three components of the model one at a time, and explore ways that your company can gain leverage in each area.
Ability
The ability component relates to the ease (or possibility) of performing a desired behavior. The key to leveraging this component is to make your products as easy as possible to find, try, and purchase. Using the traditional example of retail, if your game is not on the shelf, customers have no ability to buy it.
The retail model has obviously changed in the last 10 years, as digital distribution continues to gain ground over traditional outlets. Still, making your games available online is not as simple as hosting a download link on your website. How easy is it to actually find your download link? Does the link always work? Is there an annoying registration process or other gateway slowing people down as they look for your game? Is the download fast enough (direct download vs. download client vs. torrent, etc.). All of these considerations come into play for this component.
Motivation
The key question here is, "why should anyone want your product?" What have you done to motivate people to search for your game in the first place? The first, most important, and most often overlooked factor in building motivation is the quality of your product. If you release another genre stereotype, all the marketing in the world won't do much to motivate people to seek out your game. If you've created something unique and compelling, on the other hand, a little marketing spending will go a long way.
Marketing is still very important, even with a game that spawns viral word-of-mouth advertising just by being epic. Carefully craft all of your marketing messages throughout the campaign with the goal of building motivation in mind. Don't just let players know about your
upcoming release; make them want it so bad they need it! What are you doing to drive people crazy over wanting your game?
Triggers
The trigger component can be the most elusive, but it is no less important than the others. A trigger is something that ties motivation and ability together, and acts as the catalyst that puts behavior into motion. Consider, for example, that your pre-launch marketing campaign has people drooling over your game before it comes out, and that you have set up a solid digital distribution platform. What is going to tell your customers that it is time to satiate their desire and make a purchase? The answer to that question is the trigger. A trigger could be an email blast that tells pre-launch subscribers that a new update is ready to play, or it could be one final push in your advertising schedule that lets people know the game is on store shelves.
Whatever you do in this area, just do something! Do not think that your pre-launch announcements of release dates will be enough to move massive amounts of product on day one. Be just as active in the first few weeks after launch as you were in the weeks prior, letting people know that they now have the ability to satisfy their motivation.
Putting It All Together
I've focused on publishers in the above examples, but I hope this quick summary gets you thinking about ways that you can influence motivation, ability and triggers to achieve desired behaviors in whatever industry segment you may operate, and with whatever target groups you may seek to influence.
For more information on the Fogg Behavior Model, see the whitepaper below:
A Behavior Model for Persuasive Design, BJ Fogg
Photo Credit: freedigitalphotos.net: imagerymajestic
Showing posts with label video game blog. Show all posts
Showing posts with label video game blog. Show all posts
Thursday, November 15, 2012
Motivate Gamers to Buy Your Products Using the Fogg Behavior Model
Wednesday, July 11, 2012
Ouya Impresses Kickstarter Backers with Revolutionary New Console
Ouya has burst onto the gaming scene in a big way recently, making headlines equally attractive to gamers and game developers. The company and product of the same name recently blew their Kickstarter funding goals away by over $2 million in the first several days, hooking backers with promises of a new type of console that they hope will change the face of the console-gaming market.
Built on Android 4.0, Ouya is designed as an open-source console with a price point under $100. Ouya encourages and invites indie developers to enter the world of console gaming as legitimate players, rather than as small voices in a crowded market of secondary importance, as is the case with current console's indie marketplaces. Far from a box for gimmick games, Ouya invites AAA developers and publishers to weight in with their best titles, as well.
Much has been said about the impact that Ouya may have when it hits store shelves in 2013, but I am more interested in the game-changing undertones of this project's very existence. The tug-of-war between AAA players and Indies has not seemed to favor either side in recent years. On one side, we see things like Digital Rights Management evolving to a point where sharing games is no longer an option, for example, while on the other side we see indie developers creating more open-source games with unlimited distribution. As another example, we see platforms like the Playstation 3 becoming more difficult for indie developers to break into, while at the same time publishing on mobile platforms becomes increasingly cost effective for indie (and even basement) developers. Ouya represents a merging of these two worlds and a reconcilliation of the two divergent trends. On a mass-market, open-source platform, AAA titles can exist alongside Indie titles with casual gamers unable to tell the difference between the two.
Whether or not Ouya makes the splash that many expect it to, this company has put an idea out into the world, and their success on Kickstarter shows that gamers and developers are not going to let this trend disappear. Ouya proves that the gaming industry as a whole wants to see Indie developers and AAA publishers on more of an even playing field; this can only be good for gamers and the industry.
For more information, visit Ouya's Kickstarter page:
http://www.kickstarter.com/projects/ouya/ouya-a-new-kind-of-video-game-console
Monday, January 30, 2012
Upcoming Facebook IPO Could Change the Game for Social Games
Rumors of Facebook's impending (but not scheduled) Initial Public Offering (IPO) cover the news wires lately, as investors look to ride what could be a sustained wave of profitability from the seemingly unstoppable force of Facebook. With numerous social gaming companies linked to the success of Facebook, the upcoming IPO will most likely have wide-reaching effects on the currently entrenched social-gaming brands, as well as changing the game for startups looking to join the ranks of social-game developers.
An IPO means two very important things -- a huge inflow of debt-free capital up front, and the ability to raise additional large sums of money for growth through future offerings. This can give Facebook a significant boost (not that it was strapped for cash) that can fuel marketing and new-customer acquisition in new markets around the world. Existing social games on Facebook could see a rush of new players from a range of geographic regions in a relatively short time. Games themed after quaint corners of North American culture or featuring core mechanics popular to U.S. players may find themselves struggling to hook customers from distant regions the way they've hooked Americans. This can provide an opportunity for growing social-game developers to create cross-cultural gems that resonate among a wider audience.
Social-game developers listed on public stock exchanges will likely find themselves facing additional stock-price pressures after Facebook's IPO (I'm talking to you, ZNGA). As Facebook becomes as hot of a topic as Google among investors, stock traders may begin to react to Facebook-related news by acting on shares of entrenched companies. As Facebook's share prices rise, so too will the shares of game companies utilizing the platform. As Facebook's share prices fall, the opposite may very well hold true. Facebook's quarterly earnings may become just as important as game developers' earnings at determining the developers' stock prices, creating new dynamics in the financial relationships between Facebook and the gaming brands entrenched in its platform.
An IPO means two very important things -- a huge inflow of debt-free capital up front, and the ability to raise additional large sums of money for growth through future offerings. This can give Facebook a significant boost (not that it was strapped for cash) that can fuel marketing and new-customer acquisition in new markets around the world. Existing social games on Facebook could see a rush of new players from a range of geographic regions in a relatively short time. Games themed after quaint corners of North American culture or featuring core mechanics popular to U.S. players may find themselves struggling to hook customers from distant regions the way they've hooked Americans. This can provide an opportunity for growing social-game developers to create cross-cultural gems that resonate among a wider audience.
Social-game developers listed on public stock exchanges will likely find themselves facing additional stock-price pressures after Facebook's IPO (I'm talking to you, ZNGA). As Facebook becomes as hot of a topic as Google among investors, stock traders may begin to react to Facebook-related news by acting on shares of entrenched companies. As Facebook's share prices rise, so too will the shares of game companies utilizing the platform. As Facebook's share prices fall, the opposite may very well hold true. Facebook's quarterly earnings may become just as important as game developers' earnings at determining the developers' stock prices, creating new dynamics in the financial relationships between Facebook and the gaming brands entrenched in its platform.
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