Preliminary Booster Use Induction Experiment
Preliminary Booster Use Induction Experiment Background of the experiment Introduce the experiments that were conducted with the aim of enabling the purchase-use of the Ready
Preliminary Booster Use Induction Experiment Background of the experiment Introduce the experiments that were conducted with the aim of enabling the purchase-use of the Ready
Induction experiment with in-game booster Background of the experiment In addition to the level design factors in casual puzzle games, is there any other good
Fantasy of control and mobile gaming Superstitious behavior I think everyone has at least one jinx, small or big. In my case, I have the
Preliminary Booster Use Induction Experiment The boredom of waiting Waiting for something is pretty boring. It’s a story that anyone can relate to without having
Choice Experiments and Mobile Game Main Lobby Sheena I.N.’s Choice Experiment Professor Sheena Iengar, an American psychologist, is an authority on choice psychology who has
Decision experiments and mobile gaming alerts Mariched Bree’s Decision Making Experiment Mrieke de Vries, 2008 at the University of Ladd Bauwood in the Netherlands and
Mobile Game Anchor Drop Techniques Anchoring effect There are people gathered to participate in the experiment. These are people who don’t know the height of
Loss Avoidance Bias in Mobile Games Loss aversion People basically hate change [1]Especially when the change feels like a loss. In psychology, this is called
Casino chips and mobile gaming goods The pain of expenditure There are times when I have heartburn when I spend money. Even though it’s something
Mobile games and foot-in-the-door technique Footwork on the doorstep In psychology, kicking on the doorstep is a technique that allows you to agree to a
Ignition Effect of Mobile Game Tutorials Priming Effect In psychology, a priming effect is a phenomenon in which a specific stimulus given first in time
Observation Learning and Mobile Game Tutorials Observation learning experiment If you were to pick a legendary experiment in psychology in the 60s, there would be
Subsequent Purchase Induction Experiment ※ Before writing, I recommend you to watch the loss avoidance bias of mobile games first. Background of the experiment As
Testing Remote Automation Background A test process is essential for game release. Tests confirm basics such as whether the game is running well, the UI
Measured the data based on the clear rate Clear rate VS Number of failures In the meantime, when discussing the difficulty of the puzzle level,
To Tune Stagnant levels Experimental background As a result of the experiment to increase the return rate, which is important in all games, the purpose
Experiment with competitive social events (personal tournaments) Experimental background The reason why most of the content in the match genre puzzle game consists of events
QC automation What is QC automation? The built game will be distributed to each store on the platform after verifying that all UIs and contents
Glossary of Terms for UX UI and UX [Commonality] – Striving to increase usability with a goal of being user-oriented [Difference] – UI design