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Virality in games

Virality is an important thing for any project.
But how exactly do you implement it? Are your personal ways, discoveries, secrets?
Let's share)

I'll tell you about my little invention - “Share or dare”, which seems to have worked well in our Tap Deathmatch: Zombies!
The game has been played for the second day in the top 10 arcades of Russia, although all PR activity has ceased one day before this event, which is hidden for us.


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So, Share-or-dare. The essence is simple: we offer the user to get one of the bonuses by completing a small but difficult task. In our case, you need to knock on the button at a certain speed for exactly 20 seconds. Or, as the name implies, share and get a prize immediately. But the players who have successfully completed the task, it is proposed to boast of the fact of success.

But with this scheme, unfortunately, Apple turned us around: you can only discover new functionality by game mechanics or iAP.
At first, of course, it upset us very much, but, having scratched our beards a little, we figured out how to please everyone. And it turned out even better:

We increased the task time to 30 seconds, and for each share in one of the social networks, which are 3 in our game (VK, Facebook and Twitter), this time is reduced by 8 seconds.

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It turned out great: Apple missed the application in the AppStore, users like to get free functionality for themselves, we are happy - the number of sherians, I think, is not bad.

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For 5,500 users, there were a total of 337 sherov - about 6%.
Compared with another viral mechanism - the result of battle's cherom - the difference is 10 times.

Do you think these numbers are normal? I, unfortunately, have nothing to compare with.

Source: https://habr.com/ru/post/175933/


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