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I do game analytics and a little marketing research, so I can share what I see “from the inside”. According to https://www.greaterkashmir.com/tech/gamble-or-game-identity-crisis-of-indias-fastest-growing-apps/ — many games have long crossed the line between entertainment and psychologically verified involvement in models close to gambling. Only this does not happen head-on, but gradually, step by step, through the “gamification” of monetization. Developers go where they pay. And they pay for retention and monetization. The classic “buy the game once” model died ten years ago, now everything is built on built-in monetization mechanics: spins, bonuses, loot boxes, timers, artificially created deficit and, of course, cashbacks and ranked competitions. All this is especially actively developed in applications that position themselves as “social games”, although in fact it is heavily veiled gambling. You are right — the Indian market is currently growing, and not all players realize that addictive elements are being introduced into the game. I saw it in one analytics: after the introduction of the “entry fee to the tournament” function (equivalent to 10 rupees), the number of returning users increased by 38% within 3 days. This is a very serious metric. Developers see it and draw conclusions. In addition, legal regulation remains at the patch level — in some states it is considered a game for money, and somewhere else it is still in a gray area. And until there is a clear federal law, such projects will multiply. One company even did A/B testing of a “monetizable quiz”, where you seem to answer questions, but bets were made through tokens. It is essentially a lottery.

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Well said above. I work as a UX designer, and I really often encounter tasks where you need to "keep the user longer", especially in quasi-game applications. Sometimes it borders on manipulation. The line between a game and excitement is increasingly erased, and this should at least be discussed - thank you for starting this conversation.

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