Tamagotchi g1 is an electronic device developed by Bandi, categorised as a miniature game console, which the main content was a virtual pet simulator. Popularised in 1990s, and considerably unchanged during all those years, the design of the products fall short of complexity and options for nowadays users. The main criticise of this console was the build in game, a simple guess game serve the purpose of increasing the ‘pet’s’ happiness. The mechanism of the said game has no transparency, nor any indications for the player to develop a strategy. This paper is aiming to improve the situation by construct a strategy based on personal experience with experiment, as well as literature study. The result of such strategy improved the chance of success moderately, and highly increased the positivity of participation on the user end. With this strategy, combined with proper exposure and public relation operations, Tamagotchi’s stickiness on its user will be increased, and therefore extend the product life cycle.
Key words: Tamagotchi, User stickiness, Scenes of participations.
Dr. Nazir Ahmad Gilkar,Javid Ahmad Darzi(2012)Employee Job Involvement And Sense Of Participation Influence On Job Satisfaction: An Empirical Evidence,IJEMR - August 2012-Vol 2 Issue 8 - Online - ISSN 2249–2585 - Print - ISSN 2249-8672
Hanne DE JAEGHER, Ezequiel DI PAOLO(2008)Making Sense in Participation: An Enactive Approach to Social Cognition,Enacting Intersubjectivity F. Morganti et al. (Eds.) IOS Press
好啦,折磨了你们这么久,其实就是想说说这些话。我们作为玩家,给自己加戏和游戏化各种事物应该是我们的特长。并不是只有Boom才能做游戏,出报告的时候也可以设计一个流水线,编底稿的时候可以想象一个黑客模拟器,被安排相亲的时候也可以把个中经历设计成一个GAL GAME 的优化迭代。只要我们能自己乐在其中,调剂一下生活中一成不变的事物,我们便都是游戏的大师。
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