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Overjustification Effect

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--- Auto-Generated Description ---
This diagram models the lifecycle of players within a game ecosystem, capturing transitions from new players through various milestones to potential churn. It begins with a source that generates an indeterminate number of players entering the game. As players progress, they encounter gates that represent critical decision points, such as achieving basic game trophies and completing all game trophies, each influencing player engagement and retention. In particular, the system simulates the chance that players may churn after obtaining all trophies or due to other factors, represented by different probabilities applied at these decision points.

Pools in the diagram store the current state of players: those who have beaten the game earning basic trophies, those who have collected all trophies, and those who have churned or left the game. The flow of players between these states is controlled by gates and resource connections that simulate player decisions and achievements, with probabilities and conditions affecting these transitions. Additionally, the diagram includes mechanisms to track the total player base over time, integrating factors such as player achievements and churn rates. This model provides insights into player behavior dynamics within the game, offering a framework to analyze how various factors, from achievements to game completion, influence the overall player engagement and retention.

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behaviorgame economyglossary
Edited more than 1 year ago
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