Player Engagement

This originated as a research “white paper” about player engagement in video games. I see such a similarity between arcade and mobile games, even though one you pay-to-play and the other is free-to-play. My point is they both must quickly command engagement or else players lose interest and walk.

What you may not realize, “engagement” is the magic that fuels the best games you’ve ever played. Where the skill you learned and the challenge presented were so motivating, that you became lost in your own world. And it wasn’t for just a moment. You came back for more and more. And rightfully so, you miss it.

I was lucky to be introduced to video games when I did. And so fortunate to work with many genius’ who laid the foundation of this amazing industry. Thanks for stopping by!

We consume in snackable bites



4 Responses to Player Engagement

  1. Gary Stark says:

    Hey Jerry!

    Just a quick note to say hi. I heard someone playing Headhunter by 242 Front and it reminded me of you, believe it or not. You probably don’t remember, but you introduced me to that song back when we were doing videogames. Can’t even remember why. Anyway, just wanted to say hi.

    Gary Stark

  2. Bud says:

    Did people scream and moan at the 25c monetization of Arcades back in the day, like they do about Freemium today?

    I certainly notice the connections and similarities of gameplay and “monetization” of freemium when compared to arcade games. But I’m curious if the buzz and complaints are similar too.

    • Jerry Momoda says:

      Players didn’t “complain” about $.25, but they did at $.50 and $1.00. At that time there wasn’t a public format to “complain”, but players voted with their quarters (and dollars). It is the single most accurate and honest tool to measure how players feel about a game. To be expected, at each incremental jump there was a period of resistance.

      With freemium, it’s not surprising that players “complain” by not spending on something they initially got for free. That’s where the monetization models contrast each other. In arcade games, you have to “pay to play”.

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