Tag Archives: Android

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Everything You Need to Know About Machine Learning

A calculator can solve complex problems which would take even the most savvy mathematicians an incomparable amount of time. Artificial intelligence has become one of the most hotly debated and highly funded aspects of technology because the speed at which machines can process information yields innumerable possibilities and applications which can and will benefit humanity. One of the first popular incarnations of AI is Machine Learning.

Machine Learning is the ability for a computer to learn without being explicitly programmed. Machine learning focuses on computer programs which can identify patterns and create its own algorithms when exposed to new data. It is used in self-driving cars, in newsfeed algorithms on social media, in evaluating job candidates, in recognizing faces on your phone, and more.

The most powerful form of machine learning currently active is called “deep learning”. “Deep learning” builds a complex mathematical structure known as a neural network out of vast quantities of data. Machine learning’s ability to handle mass amounts of data makes it crucial to the advancement of IoT. The IoT collects enormous amounts of data which require computers with machine learning to recognize patterns and create algorithms.  In self-driving cars, IoT cameras and sensors in each autonomous vehicle absorb their surroundings and turn them into huge amounts of data. The data is then sent to the cloud where it is accessible to all autonomous vehicles on the road. Thus, when one self-driving car makes a mistake, all of them learn. In conjunction with the Internet of Things, machine learning will be vital to the building of a smartworld.

TOP PROGRAMMING LANGUAGES

Machine learning requires a great deal of statistical analysis; it demands an intelligent programming language which can process a number of complex issues and general paradigms.

R: Considered a statistical workhorse, R has emerged as one of the top programming languages for machine learning. R is intended for advanced users because of its complex nature and wide learning curve.

Python: A rising star for machine learning, Python is a data science book which has been in use in the manufacturing industry for awhile. Python gives users direct access to predictive analytics, making it the foremost data science language. Developers turn to Python when they are looking to frame better questions or expand the capabilities of their existing machine learning systems.

MATLAB/Octave: Millions of engineers are already using MATLAB, a matrix-based language, to analyze and develop cutting edge systems. MATLAB has emerged as the simplest way to demonstrate computational mathematics.

MACHINE LEARNING AND iOS 10

Machine learning laid much of the groundwork for the biggest upgrade in iOS 10. It is very difficult for computers to comprehend the intricacies of the human language. Machine learning has enabled iPhones to sense contextual clues with increasing confidence, improving iMessage’s ability to autocorrect and for Siri to understand the particulars of your vernacular. In the iPhone 7 camera, machine learning allows the device to separate the background from the foreground to achieve amazing portraits once possible only with DSLR cameras.

MACHINE LEARNING AND ANDROID

Google is among the dominant forces in machine learning. Much of Google Search’s prominence is owed to advances in the machine learning field. In November 2015, Google released TensorFlow, an open-source software library for machine intelligence. TensorFlow effectively simulates “deep learning” neural networks across different computer hardware and offers a straightforward way for users to train computers to perform tasks by feeding them large amounts of data.

Google uses Tensorflow in many of their internal processes, including RankBrain for information retrieval, image classification, SmartReply, and more.

MAXIMIZING MACHINE LEARNING IN MOBILE APPS

Now that mobile devices have the high productive capacity level to perform tasks to the same degree as a traditional computer, the question of what machine learning can offer apps has arisen. Large retailers like Amazon and eBay use machine learning in their mobile apps to improve customer experience with smarter product search and recommendation features, along with the ability to forecast buying trends with analytics.

While Machine Learning algorithms require a high level of programming experience and a ton of data to be effective, integrating apps with Siri & iMessage for iOS 10 allows developers to take advantage of the vast deep learning neural networks embedded into Apple’s 1st-party apps.

While the future of machine learning  on a commercial level remains to be seen outside of tech titans like Facebook, machine learning algorithms will be crucial in conjunction with the IoT in building a new SmartWorld with unparalleled predictive capabilities.

How Mobile Commerce Is Changing Retail Sales

Smartphones have brought about unparalleled convenience in our daily lives. We are constantly connected to our rolodex of contacts with a variety of methods of communication. We can access all the information available on the world wide web anytime. Consumers looking to make purchases on the go can find the nearest store with ease. For businesses, the mobile platform represents not only a major avenue for advertising, but an opportunity to give customers the ultimate convenience when purchasing products.

According to Internet Retailer, mobile commerce represents 30% of all US e-commerce and rose by 38.7% from 2014 to 2015. According to The Mobile Playbook, the absence of a mobile presence is the financial equivalent of closing a store for one day a week. Mobile commerce drives sales, and businesses lacking a mobile strategy are missing out on a major opportunity to increase revenue. Here are the top mobile commerce trends for 2016:

INTEGRATING PHYSICAL WITH DIGITAL

Although the digital world is virtually omnipresent in households, the appeal of immediately receiving one’s purchases by shopping in store remains attractive. Retailers are increasingly offering a variety of online + in-store options to capitalize on the convenience of digital and the immediacy of making a physical purchase.

Apps like Curbside have partnered with Target & Kroger’s to enable customers to reserve their purchases and skip the line when picking up products.

Beacon-enabled features like geo-targeted offers and loyalty rewards are becoming more and more popular. Geo-targeted offers can drive in-store traffic when delivered effectively. According to Target Marketing Magazine, 85 of the top 100 retailers are planning to adopt beacon technology by the end of 2016. Business Insider has predicted beacons will directly influence over $44 billion in US retail sales in 2016.

PERSONALIZED MOBILE PAYMENTS DRIVE LOYALTY

Although services such as Apple Pay and Android Pay were once hailed as the future, they have had a hard time receiving mass adoption. While mobile payment services haven’t gained popularity, the mobile wallet has made a major impact on commerce. Starbucks drives 16% of transactions through its mobile app. Walmart Pay arrived in December 2015, and now Target is next in line to develop their own payment app.

WEARABLES ON THE RISE

According to Arc, there will be a 61% growth in wearable ownership in 2016. App developers and retailers are still plotting on how to capitalize on wearables. Many anticipate a hands-free shopping experience in which one can simply walk out with their purchases and have automatic charges through wearable devices. Malls and large stores like Walmart may use wearables to make it easier for consumers to navigate stores. Wearables represent a major avenue for retailers to create innovative strategies and dictate trends to come.

THE MOBILE WEB DRIVES PURCHASES

While about 85% of time spent on mobile devices occurs in apps, the mobile web has actually proven to be a more successful in driving website traffic. While app usage is prevalent, consumers spend 80% of their app time on their top 3 apps. The mobile web drives twice the amount of site traffic than mobile apps. With 82% of smartphone users looking to their phones in stores when deciding what to buy, many anticipate the mobile web to surpass apps as the largest revenue driver in the next few years.

HOW CAN MOBILE COMMERCE HELP YOUR BUSINESS?

With technology in constant flux, the potential to drive revenue with a refined mobile strategy is constantly growing. Mobile strategies must be created, enacted and reevaluated with every new OS and device. Mobile is an ongoing investment. Understanding the value of a mobile strategy and how each device can enrich a customer’s interaction with your business will lead to long-term revenue growth.

Nougat OS: Everything You Need to Know Android’s Latest Treat

With all the fuss about iPhone 7, iOS 10 and the new Pixel, it’s easy to forget Android recently unveiled their latest OS: Nougat. In line with Android’s other dessert-themed software titles (Marshmallow, Lollipop, KitKat, etc.), Nougat is a treat. It’s a refined version of Marshmallow with improved UX, specs and a lot more. Both iOS fans and app developers take note, here are Android Nougat’s top features:

MULTI-WINDOW MULTITASKING

Android Nougat Multi-Window Multi-Tasking via Phone Finderr

The most notable feature of Nougat is Multi-Window Multitasking. Unlike iOS, Nougat allows users to run multiple apps on their screen at once, allowing users to watch a movie while they text, view a recipe while they keep their eyes on the timer, or use any number of applications. Multi-Window Multitasking can be utilized with three display options: Split-Screen, Picture-In-Picture and Freeform Mode.

Split-Screen mode splits the screen across the bottom when held vertically, or across the middle when held horizontally.

Picture-In-Picture mode will be optimized for Android TV and will eliminate the controls and interface elements while keeping the content portion to scale.

Freeform mode will allow users to customize the size of each application, like one can with a desktop or laptop computer.

REFINED NOTIFICATIONS SETTINGS

Notifications Settings via How To Geek

Android has always been a major advocate of customizing notifications, and Android Nougat improves their system. Users customize their quick settings to ensure they are only alerted to the top-level notifications. Users can also maintain conversations within the notifications bar to make it easier to chat without having to go back and forth into apps.

Bundled notifications allow users to see what is happening within their apps at a glance without clogging their feed. Simply tap to expand the box and view more info without going directly into the app.

FASTER PERFORMANCE, MORE BATTERY, LESS MOBILE DATA

The best improvements of Nougat OS are not flashy new features, but overall improved functionality. Google’s “Project Doze,” designed to increase phone battery length, was introduced with Marshmallow, but gets a big upgrade with Nougat. Doze shuts down CPU and network activity while the phone screen is off. Previously, Doze only worked when the device was motionless, but now it can operate whenever the screen is off.

Data overages can add up quickly. Google seeks to counter the threat of overages with Data Saver, a program which kicks in whenever the user is on a metered data connection and limits apps and background processes to a set amount of data. Rather than cutting off data usage at a  preset limit, Data Saver makes Android phones more efficient with constant refinement.

Both Data Saver and Project Doze are bolstered by minor technical improvements to Project Svelte, Android’s device optimization initiative, creating a more efficient phone.

SEAMLESS UPDATES

Android isn’t trying to reinvent the wheel. Their Nougat OS functions primarily as a UX improvement over Marshmallow. Android has instilled major security improvements, including file-based encryption. Android has also taken a page out of the Chrome OS playbook by adding seamless updates, which will allow system updates to install in the background.

NEW EMOJIS

Android Nougat Emojis via Tech Hive

On the lighter side of things, Android has installed 72 new glyphs and has revamped their 1,500 emojis to appear more realistic. Nougat is also compatible with Vulkan API, which opens up a world of low-overhead graphical possibilities.

WHEN CAN I GET NOUGAT?

As with any Android update, the real question is: when is it coming to my phone? Nougat is out, but device fragmentation on the Android platform entails a staggered availability based on the hardware. While Google’s Pixel phone could soon alleviate some of these fragmentation problems, Android still cannot move at the speed of iOS—but Nougat’s improved functionality is a welcome addition for both app developers and consumers.

For a full list of Android Nougat release dates, check out this awesome article over at Pocket Lint.

Sink or Swim: Why Google Needs Andromeda to Compete with Apple

Andromeda summed up in a graphic (Via thehackernews.com)

App developers commonly cite device fragmentation as one of their biggest peeves about the Android platform. While Apple keeps a stronghold on all iOS devices, Android allows third-party developers to create hardware for the platform. With a number of different devices all with different screen sizes, tech specs and OS capabilities, developers cannot efficiently optimize the end user experience of their apps for all devices as they can with iOS. However, Google is making a major move to create a more streamlined app ecosystem with Andromeda.

Rumors of Andromeda began when multiple independent sources revealed it would be announced at Google’s October 4th announcement. When October 4th turned out to be hardware-focused, the heat died down on Andromeda. However, in the big picture, Andromeda represents a necessary move in order to prevent Google from losing potentially billions of dollars to Apple in the years and decades to come.

WHAT IS ANDROMEDA?

The idea of Andromeda is to combine Google’s laptop OS (Chrome OS) and their mobile and tablet OS (Android). Chrome OS is not Google Chrome, the web browser you may or may not use every day, but their desktop operating system which works with Chromebooks. For the skinny on Chrome, check out this awesome breakdown:

Rather than integrate Android features on Chrome OS, Andromeda will do the opposite and enable mobile devices with Chrome OS features. Mobile devices will begin to feel like an extension of one’s desktop. Rumored features include file organization, multi-modal windowing and compatibility between mobile and desktop apps. While the details have yet to be revealed, the concept behind Andromeda makes it a huge, necessary step for Google’s long-term future in the OS market.

WHY IT’S IMPORTANT

Andromeda will put Google in direct competition with the Mac OS X and Windows platforms. Apple has long been focused on device Continuity, the interchangeability between iOS devices. Their mobile (iOS) & desktop (OS X) operating systems are optimized to work together. By merging Google’s mobile platform with their desktop OS, Google increases cross-device functionality  and creates a strong incentive for consumers to keep all their devices within the Google brand.

THE INTERNET OF THINGS MAKES THIS SINK OR SWIM FOR GOOGLE 

The good news for app developers is in Andromeda’s long-term potential. Andromeda will enable developers to create apps which seamlessly function across devices: smartphones, tablets and desktops. As the IoT becomes domesticated, having a unified OS will mean big bucks for software companies looking to capitalize on home automation and commercial IoT products. In 10 years, consumers will be incredulous if they can’t control their coffee machine, change the channel on their TV and lock their doors on any of their devices. They want cohesive simplicity. If Google loses the OS battle with a less cohesive strategy than Apple, they will also lose the smartphone, tablet, TV and laptop.

CONCLUSION

Dennis Jones, CEO of payments technology company Judopay, put it this way for Developer-Tech: “Andromeda will be the foundation for omnipresence for Google-powered hardware, similar to Apple’s ecosystem… Andromeda is the foundation to enable this omnichannel world.”

Without Andromeda, Google would be dead in the water against the future omnichannel world Apple has been developing over the years. Who will execute better? Until the public sees Andromeda in action, the answer remains to be seen.

Game Design Techniques: Significantly Increase Ad Revenue with a Sharp Core Loop

Due to the budgetary, software and hardware limitations of mobile games, developers must hook audiences with a well-built game incorporating layers of psychological strategy. The core of any mobile game is the Core Loop. The Core Loop is the main facet of gameplay. It’s the beating heart upon which all progress is precipitated. In sports games, it’s the matches. In Angry Birds, it’s launching the birds to destroy the pigs. In Candy Crush, it’s the levels. The Core Loop is the obstacle that users willingly take on with the intention of overcoming in exchange for a feeling of accomplishment. While retention techniques can reinforce that feeling and can add to the experience, no game can survive a poor Core Loop. In some cases, a great Core Loop doesn’t need any sort of extravagant retention technique. Flappy Bird, which took 3 hours to make, can accrue $50,000 a day in ad revenue purely off the Core Loop.

THE BASICS

A good Core Loop for a mobile game generally entails a simple, enjoyable, repetitive action which triggers a reward when executed properly. This reward is something in-game which triggers a dopamine rush for the user. The rewards can be anything from gaining points, getting lives, advancing levels, power-ups, unlocking characters and items, and so forth. These rewards are tiered and the dopamine rush should vary depending on the level of accomplishment. For instance, the main action of Fruit Ninja is slicing fruit. Slicing one fruit triggers a dopamine rush, but clearing a level of fruit triggers a larger dopamine rush, and getting on the high score list triggers yet a larger one, etc. Retention tactics can dictate how these rushes are tiered, but the action which produces the rush is the most important thing: the Core Loop.

LOOPING

Rule number one of the Core Loop for mobile games is to actually loop. After one loop completes, another loop begins. The user completes a level and begins at the next level with their score intact, or they fail to complete the level and begin at the start of the same level with their score reset. Even rewards apps for retail stores rely on Core Loop to hook users. Console games are monetized through retail, so they can craft larger budget, more intimate single-player experiences, but mobile games are generally monetized through the Freemium model, which means ad-revenues will make up the bulk of their profits. Ads come at the end of the Core Loop, so the more loops per user, the better. Thus, mobile developers generally invest in simple but rewarding, well-crafted, repetitive gameplay systems.

PROGRESSION AND REPETITION

Pac Man Level 1 Vs. Level 2 via GitHub

While a Core Loop must loop, it also must instill a sense of progression. If the user doesn’t feel like they’re making progress, they will likely quit. Users want the satisfaction of accomplishment, and both satisfaction and accomplishment require a sense of finality. Arcade games are popular on mobile devices because they thrive on repetition. Level 2 of Pac-Man is not much different from Level 1, but it is different, and that minor difference instills a sense of progression; the sense that a new challenge must be conquered with skills accrued in past gameplay experience. Memories unconsciously become technique. In games like the aforementioned Flappy Bird, the goal is simply to get a high score. There are no levels, but a sense of progression is still built purely through how one’s high score builds. If the high score weren’t displayed, Flappy Bird would still have a Core Loop, but nobody would play it since one couldn’t measure one’s progress. It wouldn’t feel like a game. The beauty of high scores is they represent a single player game with a social release, which is also great for social media promotion.

SESSION LENGTH

Session length is a vital aspect of the Core Loop. The Starbucks Test entails that the user should be able to have a meaningful experience with the game in the time it takes the barista to make them coffee. A concise session length will get users coming back often in the empty pockets of their day.

DUAL LOOP

The Dual Loop is an advanced game development technique that can deeply enhance gameplay. At the end of the first loop, the Dual Loop technique offers the user the option to stop their session and enter into a mini-loop which enhances the next loop, which is a continuation of the first. When you play Clash of Clans, you can battle, which is the main loop, but you can also collect resources or build and train your army in between battles. The dual allows the user to add quick 30-second interactions which pass the Starbucks Test and increase their investment in the competition.

One of the best ways to enhance your ability to develop a Core Loop is to play and analyze other games. A well-designed Core Loop can lead to mobile gaming success on minimal budgets, and massive success on larger budgets.

Monetizing IoT: How the Internet of Things Builds Fortunes

A man sits in a restaurant and orders “The John Candy Burger” (a double cheeseburger with four strips of bacon and a fried egg) through a touch screen embedded into the table. As he gives the waiter his order, his smartwatch vibrates. He checks a push notification which tells him he should not order “The John Candy Burger” based on information gathered from a sensor in his body which has been monitoring his blood pressure and cholesterol among other notable health measurements in a constant stream of data for 15 years with infallible predictive capabilities. It tells him this specific cheeseburger from this specific restaurant will increase his risk of a heart attack on his daily run by 8%. He doesn’t understand how, but he accepts it the way one accepts that the earth is round and the Great Pyramid of Giza existed in 2540 BC.

In the above fictional example, the Internet of Things took the man’s order, evaluated the average nutritional content of the burger based on data gathered through sensors embedded into a smart grill, and transmitted it to the smartwatch where it analyzed nutritional content in the context of over 15 years of health data gathered on the man to inform him on the potential risk of his decision. The Internet of Things is bigger than money. It’s a new world where planes don’t crash and  smartphones can tell their users the location of the nearest empty parking spot to minimize travel time and ensure the city is maintaining optimum functionality. A pregnant wife is gently guided through a safe 9-month path to the newest addition to her family. The edges of the world are being smoothed out by data. The Internet of Things is leading the human race toward new levels of efficiency, productivity and effectiveness.

“Show me the money”

As a major technological evolution takes place, many businesses are looking to monetize it. Although the world has yet to see the full impact of the Internet of Things, it has already revolutionized process improvement for everything from manufacturing to health care, product enhancement, and safety. For the developer eager to enter a burgeoning field with infinite possibilities, here are some of the common techniques for monetizing IoT applications.

ONE-TIME PAY + FREE APP

The most basic monetization method entails creating a simple product with everyday applications, like Jawbone and the Phillips Hue Connected Bulb for example, and offering the equipment for purchase which works in conjunction with a connected app for iOS & Android. This method is most effective for products where the manufacturing cost to market ratio is kept low.

SUBSCRIPTION-BASED

One of the major issues with the IoT is the amount of data generated regularly by their devices. The amount of data and possibilities are so staggering, it’s vital to understand and decide upon relevant metrics and analysis tactics. For developers, it means that the cost of maintaining many IoT apps calls for a constant stream of revenue. Companies like Audi offer a hotspot subscription, ranging from 6 to 30 months, for Audi Connect, their hotspot navigation system utilizing Google Earth and Voice to offer real-time alerts, weather and traffic. In some applications, data plans will likely emerge as a another way of tiering subscription-based purchases.

WHITE LABEL SERVICES

Perhaps the most profitable and complex option, monetizing IoT applications through white label services entails having the foresight to identify the future of the technology and the necessary human & financial resources to act upon it effectively through the creation of a template offering which businesses can rebrand as their own. Jasper Technologies created the Connected Car Cloud as a cloud-based turnkey solution for developing smart-cars with real-time diagnostics, safety, security, and more.

Acquired by Cisco for about $1.4 billion in March, Jasper is one of the big success stories of IoT monetization and a model for future innovators looking to capitalize on the business opportunities brought about by the Internet of Things.

Learn more about IoT through this awesome article with advice from early adopters via Computer World.

The Secret to Monetizing Mobile Games: Retention

In the Freemium era, retention is perhaps the most important measurement of a mobile game’s success. While console games are sold in boxes, rely on marketing, and profit primarily from sales (in addition to ongoing online content/purchases), the bulk of mobile games are free and must begin generating revenue after they have been installed. In-app purchases and advertising revenues make up the vast majority of revenue. The average in-app purchase is made 12 days after first launching an app. During that time the user is likely generating revenue primarily through in-game advertising.

The great FTP (Free-To-Play) game monetization expert Nicholas Lovell (a consultant on Angry Birds Go—the very first FTP game from the conception on) breaks down the FTP game design process into a pyramid of three games which play off of each other: Core Loop, Retention, and Superfan games.

FTP Pyramid Via Game Sparks

CORE LOOP: The Core Loop is active gameplay: playing matches in Madden, clearing a level in Candy Crush, catching a Pokemon and battling in Pokemon GO. The Core Loop is the heart of the game. Without an engaging Core Loop, a game has nothing on which to build.

RETENTION: The Retention Game revolves around the Core Loop and is everything that instills the user with a sense of progression toward an overarching goal to keep them  coming back. It is the scoring mechanisms, the levels, the mechanics which establish progression (commonly the game maps), the narrative in Single Player games like Grand Theft Auto and Assassin’s Creed, the achievement system, and the leaderboards. Retention reinforces positive feelings and a sense of accomplishment from the Core Loop experience. Without an effective Retention game, users will not see any point to the game and will not receive an sense of accomplishment or progression toward a greater goal, and the Core Loop will seem insignificant and fade out.

SUPERFAN: The Superfan gameplay mechanics are catered to those who have developed a significant relationship with the game. They are premium subscriptions, extravagant in-app purchases, add-ons for  game’s die-hard fanatics.  Many mobile games are designed for casual play and no Superfan game, while other high-budget multiplayer games, like Clash of Clans and Pokemon GO, have very established brands and use Superfan methods to capitalize on their fervent fandom.

While having an addictive Core Loop is the most important building block, Retention reinforces positive feelings about the game, instills a sense of progression toward both immediate goals and overarching goals, and ensures users are feeling rewarded by the time they put into gameplay. Core Loop will get them in the door, while Retention will keep them in the house and lubricate their wallet.

Here are four of the best guidelines for developing retention, including specific methods, for mobile games:

SEDUCE THE USER WITH AN INTRODUCTION

In the highly competitive market for mobile games, games must engage from the introduction. Games with bland introductions will not retain users. An investing opening cut scene, an aesthetically appealing title screen and awesome music/SFX will pay off when they seduce users from the outset to play on and enter the Core Loop.

MAKE THE GAMEPLAY ACCESSIBLE

If a game is too easy or too hard, it won’t be worth the user’s time. It’s important to specify a game’s audience, decide what level of gamer they will be, and make it accessible to them.  Tutorials can help introduce game concepts, but when they are too long or restricting, they hurt more than they help. Offering users tips and tricks during loading screens and through push notifications are a clever way of increasing accessibility to new users without infringing on the Core Loop.

REDUCE AVERAGE LENGTH OF SESSION

The STARBUCKS TEST has become common terminology in game developer circles. If the user can’t have a meaningful experience in the time it takes for a barista to make your drink, then the game loop is too long. In mobile games, which are primarily played in the pockets of time where the impatient smartphone owner must wait, it’s vital to have a short Core Loop which the user can complete quickly and come back to throughout the day.

INSTILL A SENSE OF PROGRESSION

While some games, like Flappy Bird, are simple and fun enough to succeed on an arcade level with only high scores, most mobile developers are unable to achieve the same level of competition and must instill a sense of progression in order to retain the user. Whether it’s unlocking new levels or characters or progressing along a game board, the game must congratulate the user frequently in order to reinforce positive feelings about the game. Many games enlist achievement systems in order to give the user tangible goals with rewards outside of the main objectives of the Core Loop.

Read more on Achievement systems here via Gamasutra

Learn more about retention in the YouTube lecture below by Lovell. At 1:11:00, Lovell explains how prototyping the retention game outside of the Core Loop to see if it still feels effective is a great way of testing how effective retention methods.

Ultimately, the two biggest factors which will lead to uninstalls for mobile games are boredom and frustration. The game designer must battle these factors both in the immediacy of the Core Loop and the overarching retention strategies.

Mobile Game Monetization Methods for Bartle Types: Make Bank off Killer Gameplay

The Mystic Media Blog is currently engaged in a series of articles examining each of the Bartle types and how to acquire, retain and monetize them according to their desires. Check out last week’s article on Explorers.

Bartle Types Taxonomy Via Extra Credits

The Killer is the wild card of the Bartle Types. While both Achievers and Killers are competitive,  Achievers compete with/through the game, whereas Killers compete with anyone or anything in their immediate vicinity. The Achiever wants to act upon the game according to the rules of gameplay, while the Killer just wants an immediate thrill. They derive pleasure from interfering with the functioning of the gameplay and/or the experience of other players. Like Internet “trolls”, Killers gleefully enact subversive behavior under the guise of their game persona. They aren’t interested in winning, socializing or exploring – they just want to provoke and impose themselves on the virtual world and its inhabitants.

Killers thrive on the experience of disrupting gameplay. Achievers represent the ultimate target since they are most antagonized by being killed. As a result, in multiplayer games, the more Achievers you have, the more Killers you’ll have, which may lead to a decrease in Achievers and overflow of Killers depending on the level of engagement of the gameplay. Explorers also represent easy prey for Killers, and if there are too many high level Killers, it may become hard for Explorers to explore. Socializers also make an appealing target for Killers in multiplayer games. Like Socializers, Killers are interested in interaction and influence. Some of the same retention tactics apply to both Bartle Types.

The best way to retain Killers is to give them opportunities to disrupt other players or the world of the game. In MMORPGs and shooters, it’s easy for them to find other players to kill. The challenge in single player games (especially single player mobile games) is how to appeal to a Bartle type that thrives on interaction. For one, Killers aren’t just into killing. Interfering with elements of the world will also appeal to them. For instance, if there are elements of the game world, such as crates or trees, which the user can crash into and destroy, it offers the same immediate thrill of interference as player elimination.

Games get creative to offer opportunities for world interaction. In The Legend of Zelda, beyond combat with enemies, Link can also famously antogonize “cuccos”, an element of the world. In Grand Theft Auto V, the ultimate game/franchise for Killers, users can not only kill civilians, but can bump into them for a humorous disruption. Offering cheat codes in single player games represents an opportunity for the Killer to expose and modify the game engine on the game developer’s terms. Pokemon GO employs battles in Pokegyms. Games like Candy Crush give Killers the thrill of destroying parts of the world. Killers love explosions. Giving them a tangible goal, like specific collectibles or targets that generate explosive reactions, will go a long way in retaining their interest.

In order for a Killer to spend money on a game, they must be engaged by the gameplay. Killers are looking for a specific type of satisfaction, a kind of schadenfreude. Retention methods are key since if a Killer doesn’t get satisfaction, they’ll move on quickly to something more immediate. Offering alternate game modes, such as low-gravity or disco mode, may entice Killers’ desire to subvert the game world. In multi-player games, extra weapons, stealth and any advantage in the killing department may tempt Killers to purchase if they are invested in the game.

As with appealing to any Bartle Type, everything begins with engaging gameplay. Thinking of these player types during the process of development will enrich your techniques and ultimately your final product.

Next week, in the final article of our series on Bartle Types, we’ll take a look at Socializers and the best methods for attaining, retaining and monetizing them.

Mobile Game Monetization Methods for Bartle Types: Think Like an Explorer

The Mystic Media Blog is currently engaged in a series of articles examining each of the Bartle types and how to acquire, retain and monetize them according to their desires. Check out last week’s article on Achievers.

Explorer via Massively OP

The Explorer is one of the most important Bartle types to maintain in a userbase. Explorers are out for the thrill of discovery. They want to test the limits of the game and see as much of the world of the game as possible. Explorers will wander the world to find secrets. If given a level map, they will utilize it to view as much of the world as possible. They enjoy trying out different weapons and characters. For Explorers, the gameplay is simply a mechanism for discovering different worlds and abilities. They are obsessed with Easter eggs and exposing game methods to find hidden areas. They love analyzing gameplay systems and motion systems, and executing plans designed to see if they can outsmart the designer and find parts of the map which the designers hadn’t expected users to find. The savvy game designer will know his game inside out and give Explorers props when they reach rare areas of the level.

Explorers’ role in the Bartle Type ecosystem is very important. They make for easy prey for Killers, but also, the secrets which they discover generally trickle down into Achievers, much to the benefit of Achievers who will go on to use these secrets to better their status.

Check out this awesome video on balancing Bartle Types by Extra Credits:

Retaining Explorers depends on the size of the world, but even a simple 2D scroller can have several lo-fi backgrounds which will prove incentives for explorers to see all the different backgrounds. A game board is a major opportunity to show off your world and offer explorers a tangible visual for the amount of work it will take to fully see the world. Explorers love to play as different characters and with different gear to see how the game experience changes. If you really want to appeal to this archetype, creating parts of a map only accessible with certain gear or characters will drive them wild.

The beauty of thinking about Explorers as an audience is that it will force the game designer to enrich their game. Making different levels available for purchase can drive Explorers to reach for their wallet. The savvy game designer may create an area which is only reachable when the user has made an in-app purchase of new gear or a tune-up. The Explorer wants to have the most full understanding of the game, so having unlockable and purchasable characters with different music and sound effects can entice the Explorer to buy.

But perhaps the best way to monetize an Explorer is not by forcing them to buy, but by sectioning their gameplay off with rewarded ads. Rewarded ads give the user a certain amount of in-app points or game money which can go toward an in-app purchase. Explorers are willing to spend hours exploring a map without a tangible goal – thus, rewarded video ads are a great way of rewarding their inquisitive behavior while offering a preview of some of the goods available for purchase.

A properly edited trailer will preview the game world in a way that leaves enough to the imagination of the user that it instills the desire to explore, regardless of whether they are Explorers or not.

Next week, we’ll take a look at Killers and the best methods for attaining, retaining and monetizing them.

Mobile Game Monetization Methods for Bartle Types: Break the Bank with Achievers

Last week, the Mystic Media Blog covered Richard Bartle’s taxonomy of player types. Over the next four articles, the blog will be conducting an in-depth exploration of each of Bartle’s four player types and how to attract, reward and ultimately monetize them.

The Achiever is the most basic player type. They seek to conquer the obstacles set up by the game. They look to act upon the world within its limitations. Achievers are generally the most important Bartle Type to maintain in your core userbase since they seek to play the game by the rules, as it was intended. Nicknamed “Diamonds” by Bartle, Achievers are interested in rewards, recognition and glory. They won’t settle for beating the game and will attempt to attain high scores in the leaderboard. If there is more than one difficulty, then they must learn to master it. In short, they look to attain any and every badge of honor they can.

The Achiever plays by the rules with the aim of progress. In order to entice them on a most basic level, they need to be engaged by gameplay from the outset. Games which are too difficult will discourage them from playing on, while games which are too easy will not be worth the time.

As they navigate through the game, giving Achievers finite goals and recognition for achieving these milestones will keep them engaged. They don’t just want to achieve, they want to be acknowledged for their achievements. A solid reward system with a steady stream of achievement-based unlockables and trophies will retain Achievers. As a game designer, using sound and visuals to create a positive emotional reaction upon in-game achievements should be among your top UI concerns.

One of the major visual opportunities to get users invested in your game is the Game Board. Check out a portion (57:20-59:09) of this awesome lecture by Nicolas Lovell where he breaks down how the Candy Crush board appeals to all different levels of player:

Game designers can monetize Achievers in a number of ways. Offering new game modes or difficulties through in-app purchases offers a tempting proposal to the Achiever, who will likely go ahead, buy and conquer if they are into the game. Having a difficult game with high level unlockables also available for in-app purchase can entice some Achievers to taking a shortcut. Offering an ad-less option is another enticing low-price option for the impatient achiever.

Achievers want their victories to become a part of their identity. They want to be known as winners and are looking to the game for fulfillment, so an alternate avatar for players who conquer the game is enough to retain them. Offering customizable avatars for in-app purchase is a simple way of appealing to all gamers’ desire to make their character their own. Candy Crush monetizes Achievers by limiting the amount of time they can play per day without paying, enticing many daily players to extend their time for a cheap price.

MMORPGs and warfare games capitalize on Achievers with special weapons and characters available for in-app purchases. Games with a social component make it easier to capitalize on Achievers since they are a sucker for status. The social component adds a major competitive edge which will cause some Achievers to jump at the opportunity to gain an advantage.

The difficulty in monetizing Achievers lies in offering a fair game experience with in-app purchases. Purchasing a competitive edge can dilute the amount of new users in a game. Achievers want their achievements to be sacred, so while offering purchasables is important, it shouldn’t make the game a landslide for those who invest. Some glories should be unlockable purely through game progression, rather than for purchase. Another way of regulating is to set a limit on in-app purchases. If you only have $5 to work with, it creates an element of strategy for Achievers which makes both the game and the purchase appealing.

Finding a balance between enriching gameplay with in-app purchases and maintaining a fair and engaging game on a free level is the difficulty of the Freemium model.

Next week, we’ll take a look at Explorers and the best methods for attaining, retaining and monetizing them.