(201/250)

If one is prone to addictive behaviors plus one is a procrastinator, then starting a new is a bad option.

The unfortunate behavior that I started is mobile gaming.

(204/250)

Currently there are two kinds of games that I fancy and games.

The way that they differ in regards to the app is that the idle games get small play time of 10 min followed by 4 h break, where as the tower defence games get longer play time of 30 min followed by even longer break of 8 h.

This is tailored such that one can quickly progress in the idle games and gets more enjoyment when one actually has the resources. Where as by tower defence games, one is actively playing thus more leeway is given in the moment, but frequency is not required throughout the day, since there is little benefit in the idle time.

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(205/250)

There is one game that one surface is an , but in a more active way. Meaning one has missions where the units cannot be engaged with while en route. These missions last from anywhere of 30 s to 1 h. Thus the app is adjusted to these properties and set as 15 min active followed by 1 h break.

This game is basically a time management game and it is .

(206/250)

When looking at a lot of games, one way to keep the users actively engaged is to create seasons or events. These can both benefit the creator of opening another route of monetary incentive while potentially promising the user of more or better equipment.

Since these events are timed, one way to milk even more engagement is to offer rewards dependent off a ranking system.

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