Research - Addiction and the Conventions of Addictive App Games

Addictiveness...

It's the key word for this entire project I'm doing. It's the key piece for all app games that are commercially successful.

I've played plenty of console games in my time but there are only few that I can class as addictive. App games on the other hand have grasped the convention and made it the staple piece of their entire genre. Every good app-game I've played, which isn't that many but it is enough, has this quality in some form; the quality that makes you want to pick it up and play it again, not because of a storyline that can be progressed, but because you can't get enough of the gameplay itself. This addictive quality is the key convention I want to nail in my game.

What is Addiction?

First off let's have a definition. The dictionary definition for Addiction is as follows:

"The fact or condition of being addicted to a particular substance or activity."

Second off let's identify the types of addiction. As the definition suggests there are two main types of addiction:

Substance Dependance - Addiction to drugs or some other substance like alcohol.

Behavioural Addiction - Compulsive behaviour or addiction to a certain activity like gambling.  

In our case the addiction in question is playing app games, which is an activity, not a substance. Therefore it's behavioural addiction we want to look at to learn about what it is about app games that makes people tick.

Wikipedia describes Behavioural addiction as this:

"Behavioural addiction consists of a compulsion to repeatedly engage in an action until it causes negative consequences to the person's physical, mental, social, and/or financial well-being. Behaviour persisting in spite of these consequences can be taken as a sign of addiction."

Obviously addiction is extremely dangerous, and commonly people are aware of this. I don't think any of us believe that playing app games to pass the time or complete a level is especially harmful, and if it is we know when and how to stop playing. Where there's an addictive quality however there will always be the chance that it will cause harm, and in rare cases sometimes it does.

I found this next bit of information on a psychology site called Psychology Today that had a short article on Addictive Behavior:

"Activities such as gambling, eating, pornography viewing, and playing video games are particularly conducive to addiction because they provide the opportunity for immediate reward."

"The fast feedback that occurs in a gambling setting can quickly turn a pastime into a compulsive pursuit of reward, where one can't voluntarily disengage from the activity and harmful consequences occur-from losing large amounts of money to disruption of relationships."

Gambling is always the clear example of addictive behaviour and how much trouble it can get people into. You hear enough stories and facts tabooing gambling as dangerous despite it's allure, but with games that isn't so much the case. You hear very few stories tabooing gaming when in truth you can just as easily give yourself the same problems through playing games as you can through gambling.

Often app games are free to start with but in-game content costs money, and with the small costs you can easily be tricked into spending a lot more money than you think. The same can happen with your social life. If you let yourself play games continually you miss out on important social interaction.

The immediate reward the quote talks about is more common in level based games like Candy Crush or Angry Birds where you can quickly complete a level and feel satisfaction for doing so, which makes you want to do more of it.

I think there's room for one more point so let's get more specific and look at addiction in terms of video games. Video Game Addiction itself is classified as a type of Behavioural Addiction in it's own right and is also coined as a possible disorder. Commonly the problems that arise from it are to do with everyday life. The traits detailed on its wikipedia page are:

"Compulsive game-playing; social isolation; mood swings; diminished imagination; and hyper-focus on in-game achievements, to the exclusion of other life events."

The article also details a few theories by a psychologist named Mark Griffiths and the opinions of various scholars about Video Game Addiction as a disorder. Two in particular stood out to me, one by Griffiths about the components of the addiction:

"Addiction has six components: salience, mood modification, tolerance, withdrawal, conflict, and relapse."

And another by scholars on the effect that online gaming has on a player's social interaction:

"The social dependence that may arise from video games occurs online where players interact with others and the relationships "often become more important for gamers than real-life relationships.""

Although this is more aimed at console games than app games, I was interested in these quotes due to personally witnessing the second and to a point experiencing the first myself. I've seen my brother fall victim to the second, as he spends hours on end playing online on games with friends that he could fairly easily go out and meet personally. It's a common trait I've noticed in friends of my own as well, who meet up online on the MMO game League of Legends and talk over Skype at the same time. The only similar connection I've ever seen in app games is challenging friends high scores on leader-boards, but that's the limit of it.

The first quote I think has potential to work for app games as well as from what I can understand from the quote, the components are all each stages of mentality that you can go through whilst playing, or at the very least overplaying. Indeed there is a site called Portable Partners that has a page detailing the symptoms of addiction that Griffiths stated in the quote in relation to mobile devices, and credits Griffiths accordingly.

What are the Conventions of Addictive App Games?

What this part will contain is relevant information I found from various sources. I'll credit where the source comes from and also put links to each source above the information I've taken. Very little of this will be my own words; such is the nature of research - it is after all finding information from other people and media, but I have confidence in the relevance of the sources. I may modify the information slightly to cut out parts that aren't useful, but other than there won't be any change. Like I said, this info isn't mine. Full credit for them goes to their respective sources.

Source 1 - 10 Secrets for Creating an Addictive App

Creative Bloq - 10 secrets for creating an addictive app game

This is from a site called Creative Bloq that deals in information on graphic and web design. This information applies to apps in general and not just games. The information is taken from Computer Arts issue 191 and put as an information post on the site. Most of it is single quotes from various designers with facts mixed in.

1. Design for the device

"Design from the 'inside-out' - that is, design for the device, embracing its potential and limitations - instead of designing 'idea-first' and then trying to make it work for the device. We strive to take advantage of how the iPhone differs from traditional desktop and laptop computers; to make apps that aren't simply 'mobile', but also truly unique experiences." - Ge Wang - Co-founder of Smule

2. Draw on real life

"An application should be an intuitive, psychologically satisfying experience. First, open your mind and have a brainstorm, then define a clearly focused concept before writing a line of code or drawing a line of illustration. The best tricks for creating an addictive app completely depend upon the context - draw from comparable real-life objects and interactions. Consider what's familiar to your users and audience." - Andrew Kaz - Developer

3. No one reads instructions

"Assume that the user doesn't read instructions and ensure the application is completely intuitive as far as understanding what does what in the user interface. Handhold the user - in an engaging way - through the introduction of the various game elements. We put ourselves in the place of the end user and consider what somebody who has never looked at the app before might think about what's presented to them at every stage - that's the key." - Andrew Stein - PopCap Games

4. Stay simple

"Keep things as simple as possible and build it up from there. This will help you steer clear of designing anything that you don't need. Great apps are focused around a few key ideas. If there's a choice between complexity and simplicity, choose simplicity every single time." - Ryan Shelton - The Noble Union

5. Do one thing and do it well

"Good apps are generally single-purpose, functional things that help users out in their day-to-day lives. There are plenty of fun and quirky apps, but creating something that solves a common, daily problem is how you hook users. Start with the idea and not with the app."- Russell Quinn - Digital Media Director

6. Give incentives

"We always say that an app needs to do something more than a mobile website - something better and quicker, which enables the information to always be there in the palm of your hand. Enable people to interact with others, and provide notifications of when users do something. Rewarding users' behaviour like this can prove very addictive, and pushing those rewards to social media can help take your app viral." - Dave Brown - Apposing

7. Challenge convention

"Never re-purpose material. For our Twenty Minute Meals app there was a balance of how much content can be digested efficiently in one go on the iPhone. It's not like a cookbook where you selectively scan a double-page spread. For me, it was a real eye-opener into how a mobile platform can completely revolutionise something that's been done the same for years and years in print."- Ian Wharton - Zolmo

8. Find a hook

"The key is to find a unique angle, and market the app well. Apps like Fat Booth and Talking Carl have that viral effect where you show mates in the pub, while Angry Birds and Flick Kick Football are so goddamn addictive that you want to play them in any spare gaps you have in the day - on the bus, waiting for a meeting or on the loo." - Oli Christie - Neon Play.

9. Quality, stability, visibility

"Fast access is king, and that's why mobile apps are starting to replace websites as the first choice for information and fulfilment. Quality, stability and visibility are fundamental - if your app has all three, then you're on the right track." - Dean Johnson - Brandwidth

10. Be motivated

"There are all sorts of buttons that need pushing in app development, many of which don't even involve developing or designing: things like marketing, copyrighting, customer support, strategic planning - the list goes on. The one thing that you really need is a deep motivation to make a go of it. Without that, all the button-pushing can very easily get the better of you." - Graham Clark - Glasshouse Apps
Source 2 - 7 Key Ingredients for Designing Addictive Games

Infrared5 Blog - 7 Key Ingredients for Designing Addictive Games

So we have points for creating addictive apps, but what about games specifically. I found these on a blog for a company called Infrared5. The company's CEO Chris Allen had made a list of points for creating addictive video games, and they used several app games for examples on their points and also referenced to their own games. The style of information is making a point and then using examples to explain them.

"Game Design is an art form unto itself, and involves the ability to know intuitively what’s going to be fun, and perhaps more important, figure out what’s addictive. I’ve been giving a lot of thought to the addiction of games lately, as I find it a very interesting subject, and is at the core of making the best games possible for our customers.

So, with that, what gives a game an addictive quality? And in particular what’s different about modern video, online, mobile and social media games?" - Chris Allen - CEO of Infrared5


1. TIMING


There’s a saying that timing is everything, and nothing could be more true for games. Bejewled Blitz (1 min game) employs timing in a way that keeps me playing over and over again. The simple premise of the game is to get as high of a score as possible within one minute. The fact that it’s so short gets into my brain and goes something like this: the game ends, and I’m like “well, one more try, it’s only a minute more”.

The other game that applies this timing principal to great effect is Word Play, a Boggle style word game for the iPhone also has this type of addictive element. The fast paced game combined with competition from other players only fuels the desire to keep going.

2. SOCIAL FEEDBACK AND COMPETITION


Who doesn’t want to the best in your social group, and to get feedback from their peers? From the beginning of video games, there’s been the leader-board, and the glory of having one’s initials on that 1983 Atari Star Wars game at the local pizza place is not something to take lightly. 

Flynn’s arcade in the original Tron movie where Jeff Bridge’s character is surrounded by onlookers seeing if he can beat the final level is a perfect example of the social impact in making a game worth playing over and over again.

Now a days we have facebook, twitter and other social media outlets where we can share updates on what’s going on in our lives. I’m not sure I need to go into what makes a game like Mafia Wars or Farmville addictive, but I think one of the chief appeals of these games is the interaction with your friends.

We should also talk about the success of Open Feint; a platform that many game developers for the iPhone have incorporated into their games to enable social interaction and sharing with friends. Open Feint enables developers to add leaderboards, achievements, challenges and other social features to games to create a more collaborative experience for their players. The reason that these software packages do well is that collaboration and competition from peers adds a more compelling and addictive experience to any game.

3. REPETITIon


A lot of really compelling games lure their users in with a soothing sense of repetition. Repetition is a theme that crosses all forms of addiction. There’s something in the human mind that makes people want to keep doing the same thing over and over again, and some of the most addictive games are extremely repetitive. I’m not sure it’s possible to make a game more repetitive and addictive than Tetris

What gets people hooked on Tetris? I think it has to do with the game being repetitive, and so much so that you internalize the movements and interlocking of shapes. In fact the lining up and fitting Tetris shapes is so addictive that the term the “Tetris Effect” has been dubbed, which is essentially the continuation of seeing those shapes in ones peripheral vision and in their dreams long after playing the game.

Of course, sometimes simple is the best choice in game design, and that usually also means repetition. In Angry Birds, another highly successful game that utilizes repetition to its advantage, each level builds slowly on the next, with the same basic mechanic throughout (flicking birds at objects one after the other).

4. SKILL 


There are some games, where the overarching goal is simply to master the controls. Take Harmonix’s hit game Rock Band as an example. The unique user interface, the mashing of keys in time to music and the staying in sync with the flowing visual cues on the screen all combine to make this a compelling game that keeps people wanting to play it over and over again. As a player, your skill at Rock Band increases the more you play, and because of this, the more enjoyable the game becomes. It turns into a sort of self perpetuating positive feedback loop.

Another style of game that typically is focused on the controls as the element of addiction is the fighting game. Take the classic Mortal Combat for example. Players get immediate satisfaction as they discover more and more button/gesture combination that in turn give them more devastating moves to “FINISH HIM!”.

5. REWARD


The odds of winning have to be weighted just right to keep players going.The score of a game also plays a big part in rewarding a player. How many games have you played, simply looking to see if you could beat your high score, or your friend’s high score?

But how about a game that doesn’t have real score per say? Can they be just as addictive? Absolutely! Case in point, Farmville, the number one Facebook game by Zynga. In Farmville the reward is your crops, buildings, animals and other accouterments that the game player collects over time. Zynga did an excellent job at crafting the game in a way that rewards are dribbled out over time, and that the user needs to engage in the game regularly in order to progress.

6. EXPLORATION


Certain games make great use of discovery and exploration to keep players engaged. While WoW (World of Warcraft) is also a great example of using social interaction to create the hook, it also really engages players in exploring the world. They never know what’s around the next corner, or what’s next. 

7. THE NEAR MISS


Of course, having people win, or even “almost win” just the right amount is as old as games themselves, and we would be doing ourselves a disfavor if we didn’t discuss casino gaming, as they have been the masters of this for ages. With that, the one game at the casino that everyone knows has the worst odds, yet they can’t seem to get enough of is the slot machine. 

So, beyond the standard desire to gamble, what makes the slot machine so addictive? It seems it’s the “near win”, or the appearance that you got so close that you want to simply try it again. The same exact scenario of these little mini rewards, and or near misses is also prevalent in the MMORPGs like WOW or in Farmville.

BRINGING IT TOGETHER


In conclusion, there are various elements to making a game addictive, and game designers should be aware of the psychological nuances and how to use these to make a game as engaging as possible. To point out the very obvious though, not a single one of the games mentioned above had only one element of addiction. It takes a careful crafting of many of the key ingredients to get a game to be a huge hit that few people can resist putting down. 

One other thing that I would like to point out, is that I don’t think making a game addictive is evil, nor am I advocating getting people legitimately hooked to a point where it becomes a problem for the individual. These techniques can be used to make educational experiences more fun and engaging, and as Jane McGonigal shows in her work, video games and the skills attained by playing them can be put to really good uses.

Source 3 - Candy Crush Saga: The Science Behind Our Addiction

TIME - Candy Crush Saga: The Science Behind Our Addiction

When I was looking for good sources this one stuck out like a sore thumb. It's written by a woman called Eliana Dockterman and it highlights the different addictive qualities that Candy Crush has, identifying 9 key points through discussing the topic with Tommy Palm, one of the game's designers and a group of psychology experts and players of the game. It seems I picked the perfect game to analyse for this project before I even realised it. I was aware that Candy Crush was addictive, but when I read this article it was put into full perspective just how addictive it was.

"A survey by Ask Your Target Market polled 1,000 players and found that 32% of them ignored friends or family to play the game, 28% played during work, 10% got into arguments with significant others over how long they played, and 30% said they were 'addicted'."

Obviously this article only covers one game, however it can help to look at addictive qualities in individual games as well as on a general basis, and Candy Crush is making itself out to be the ideal game to cover in this area of research. It's also good to for me to compare what is written here to what I put in my Game Analysis of Candy Crush.

1. It Makes You Wait
Perhaps the most genius element of Candy Crush is its ability to make you long for it. You get five chances (lives) to line up the requisite number of candy icons. Once you run out of lives, you have to wait in 30-minute increments to continue play. Or, if you’re impatient, you can pay to get back in the game — which is why it’s bringing in so much revenue. 
“You can’t just play all the time. You run out of lives, So the fact that they kind of constrain you — the whole mantra, ‘You always want what you can’t have.’ I can’t have more lives and I want them.” - Andy Jarc - Player
“I think it makes the game more fun long term, If you have a game that consumes a lot of mental bandwidth, you will continue playing it without noticing that you’re hungry or need to go to the bathroom. But then you binge and eventually you stop playing. It’s much better from an entertainment point of view to create a more balanced experience where you have natural breaks.” - Tommy Palm - Designer for King
2. We’re All Suckers for Sweet Talk
You flick four candies in a row, and they zap away. Candies above begin to cascade down, making even more matches. At the end words pop up on your screen, accompanied by a voice that says “Sweet” or “Delicious.” This feedback is essential for player immersion. 
“Positive rewards are the main reason people become addicted to things. When you play the game, you feel better about yourself.” - Dr Kimberly Young - Expert on Internet and Gaming Addiction
3. You Can Play With One Hand 
According to Palm, the icons and setup were created so players could multitask. You can play Candy Crush while carrying a drink, toting a purse or bag, clinging to a subway pole, or hiding your phone under the table. That’s a huge advantage and makes this game perfect for a train ride, a distraction while you’re waiting to see a doctor, or something to get you through boring meetings. Plus, you can play offline as well — so even if you’re stuck in a tunnel, you can be “crushing.”
4. There’s Always More
According to Palm, the Candy Crush team updates the game constantly and creates new levels every two weeks. Right now there are 544 levels. 
“Just three years ago, a game with 30 levels would be astonishing, and now with this game, it has raised the bar with how much content a mobile game should and will have.” - King
Plus, on any single level, there’s no way to fail. If you run out of options on a board — and that happens once in a blue moon — the board immediately resets. You never get stuck. You can’t lose.
“I believe this is part of the reinforcing pattern which keeps you playing, The game only ends when you’ve run out of your allotted number of moves “and you can end that frustration by buying your way out.”- Dr. Dinah Miller - Psychiatrist
5. You Don’t Have to Pay – but if You Want to, It’s Easy
King reports that of all the players on its last level — 544 — more than 60% of them didn’t pay a cent to buy extra lives or chances to get there. But if you want to pay, it’s easy. Connected to Facebook or the app store? Just click to pay.
6. It Taps Into Our Inner Child
“Many people have had a very positive feeling about candy since they were kids, and it makes for a really nice visual game board with a lot of color and interesting shapes.” - Tommy Palm
In fact, when you play you feel as if you’re transported into an entire Candy Land experience. The game pieces are candy, and the homepage for the game looks like the traditional Candy Land board, with your Facebook friends’ pictures displayed as pieces on that board, sitting at whatever level they’re stuck on.
7. It’s Social
Social games — any game that allows you to connect with your friends through a social-media platform like Facebook — have taken off. Whether it’s Words With FriendsKingdoms of Camelot or Candy Crush, the ability to play with, or compete against, friends is irresistible. 
8. It’s an Escape
“When you read the research about gaming, you’re often looking at people who are distracting themselves from something in their lives.” The relaxing exercise of lining up candies to the tune of upbeat music is a perfect stress reliever.
9.  It Grows on You
This isn’t your average “line up three” game. King’s high-level of attentiveness toward updating gameplay has made it better quality than most casual games that are out there. When players took to Facebook to express their frustration with level 65 — notoriously one of the hardest levels in the game — King went into the game and altered the level to make it easier (though not too easy) multiple times.

I think that'll do to round off this research post. I actually did a lot more than I though I would. Information was easy to find however so this post ended up being pretty long. I hope this has been an interesting read and once more I will say that all quotes and sources belong to their respective owners and I only credit I'll take is finding them and using them for my research. Thanks for reading and stay updated. There's more work to come.

Research - Questionnaire Results Analysis

So as I said before, here it is. One thing I didn't state in my previous post was that it wasn't just you the viewers whom I wanted to hear answers from. I also distributed 100 copies of the questionnaire among various classes from different year groups at my school.

It seems it was a good thing I did as well. It seems that nobody who views this blog was in the mind to answer the questionnaire. Ideally I was hoping to get an interactive online version, but all of the sites I looked at cost money to put the survey up. I don't know if that would've made any difference in terms of responses from you viewers, but I'm not overly perturbed about it.

In total I have 75 answered questionnaires that I got back from my school to work with. What that means is that the demographic for this survey will be biased towards 12 - 18 year olds, although I also got a couple of teachers to answer it too. It would've been nice to get some more varied responses from you viewers but I'll take what I've got. 75 is a good large number.

The way I'll do this is to show the results for each question in either a pie chart for single answer questions, or bar charts for multi-answer questions to show the percentage of people that put certain answers. I'll also provide a short notation explaining why I did the question and then an analysis underneath.

1. How old are you?

As I said before these results are all from other students at my high school, so this one you can expect to be biased towards 11 - 18 year olds. Any other results will most likely be from teachers.

Like I said, if the chart's anything to go by then it doesn't take much to tell what the majority is. More than half of the answers are from 16 - 20 year olds, whilst a further quarter are from 11 - 15 year olds. Only about an eighth of the chart is left that isn't either one, and that is almost entirely from people higher than 30.

Had I received some more answers from viewers of this blog then maybe this question would have more validity. This question is standard on almost any survey you see, but what it does provide is a basis to reflect on when looking at the other, more relevant questions in the survey.

2. Are you male or female?

Again a pretty standard question. It is interesting however to see the ratio of males to females that have filled out the questionnaire, and also how similar their other answers are. I don't actually know who the vast majority of people who answered this are, as I distributed several copies to various teachers for them to hand out in their lessons.

All I did to manage the results was determine what subjects the students who did the survey were in. Since app games was the topic I distributed them in IT, Media and English classes. Naturally it was wise to expect the majority to be male, and results don't disagree with that; a good 2/3 of the total number are male.

I was pleased however with how many of the students were female. A third of the total number was better than I hoped for considering the subjects, IT and Media in particular, are associated mainly with boys. This means I can also get a valid result across females as well as males, even though males are the  majority.

3. Do you play App Games?

Heading straight in directly with this question. I wanted to see what the percentage of my gathered results had Yes as the answer. Naturally it was common sense to ask straight away whether or not they played before asking any further questions. In the case of if they didn't I simply asked for them to answer as best they could. I was meaning the question more as in if they played on a regular basis, which many people don't, as they may still have played app games every now and again.

This was probably the question I was hoping for the most to be answered Yes, since the more Yes answers there were, the more valid results there would be. I wanted mainly to know the answers of people who did play rather than didn't, or at the very lest not on a regular basis. As such I was hardly disappointed with the amount of Yes answers I got back. The chart makes it rather obvious that Yes was the common answer.

Interestingly a good quantity of the people who had answered No also fell into the over 30 category. Indeed out of the 6 people who answered No, three of them had answered Above 30 for the age question, and another had answered 21 - 25 years. Through there weren't enough adults who answered the survey to make it terribly valid, If nothing else it implies that compared to teenagers, where only two answered No, grown-ups playing app games is a minority, as most of those who were over 30 didn't play app games. So already I know that within the teenage demographic, the vast majority of them do indeed play app games, which I kind of gathered already, but you need stats to give you concrete evidence right?

4. How many hours roughly do you spend a week playing App Games?

I was hoping for honest answers with this question, or close to honest. I was contemplating whether or not to make the question per week or per day, and which would a better option. I chose per week on the feeling that in reality time spent on app games each day would be vastly more varied. There could be days where they weren't played at all and others where playing apps would be all that they did during a day. Having it as per week would make for a more balanced average when deciding on an answer.

My initial expectation was for the results to be balanced within each category. As the chart shows however, it seems that idea wasn't as realistic an expectation as I thought. What surprised me mainly was how many answers were put in the two choices for the lowest times. Below one hour and 1 - 4 hours each make up for about 2/5 of the total, leaving only about 1/5 of the other results spread out over the other longer time answers.

The results imply that even over the span of a week the average total time spent playing app games only accumulates to 4 hours at maximum. There are of course some exceptions where some play for longer than that, or quite a bit longer, but the clear average is around 1 hour. Considering these were teenagers that I was getting results from, who are commonly associated with spending a large amount of time on their mobile devices, the time they spent playing games on them was, to me at least, surprisingly low. The implication is that app games generally aren't as immersive as console games, by the time spent on them. It could also mean that the games don't have that much content, or at the very least varied content that makes people want to play to find it. It may also be the structure of the games. Many of them don't have stories and their gameplay is commonly a large amount of the same thing. At any case it isn't deemed important enough to consume a lot of the player's time.

5. What sort of smartphone/tablet do you play your games on?

This one was put on to determine what the favourite mobile device was for playing app games on. It's significance also played towards the software I'd be using to make the game, and what platform I would primarily have in mind when making the game.

My original plan was for it to be a single answer question, since I didn't think people would play them on multiple platforms but the people who answered fought differently, and the question became multi-answer instead. As such the results were shown as individual percentages rather than total results. As I may have said before I don't own a smartphone, nor do I have enough knowledge about smartphones to know all of the popular brands. I took an educated guess out of the smartphone varieties that I was aware of for the different choices on this question, hence the Other option. Through people answering the Other option the brands Sony, HTC, Nexus and Kindle were also brought up as well, though they take a minority spot.

I can't say I was surprised at the results I got back. By a good 30% margin above the next highest answer, Ipod/Iphone got the highest percentage of ticks, and was the only one that was a majority answer above 50%. The second highest was also an apple product - Ipad. Considering that downloadable applications was an idea that originated from the Ipod, it's not surprising that apple and iOS dominate the majority on this chart. App games and Apple products pretty much go hand in hand, although other platforms incorporate them as well. Blackberry and Nokia, though not very popular, both got responses.Samsung was ticked on almost 20% of the responses, only about 10% below Ipad, so app games aren't singularly played on Apple products, but Apple products are what the vast majority are using to download and play app games on.

6. How many app games have you downloaded approximately?

This question wasn't quite as important as some of the others. Whilst it is useful to know the average amount of games that people have, I was using more as a means to introduce the next few questions. Additionally there was the possibility that it could provide insight into how many different kinds of app games people generally play. If it was a large amount then how long were they devoting to each one, and also if there was any correlation between those that had bought a lot of app games and those that played them a lot.

This chart as you can see is a bit more varied. Yes there are still majorities, but compared to the other graphs the minorities are quite a bit larger. The biggest section 5 - 8 games takes up a bit less than 1/3 of the total results and can be seen as the majority for this chart, though there is only a small difference between this and people that have bought more than 15 games. As a combined total the results for those that have between 1 - 8 games take up a good half of the results though this is largely made up of the 5-8 games section.

Coincidentally a good proportion of those that had answered more than 12 hours for question 4 had also answered either 12 - 15 games or more than 15 games for this one. There were some exceptions. Some that had answered the same thing only had between 1 and 4 games, implying that some of them may devote a lot of time to single games whilst other ay spread it across multiple. The majority that had put either 5 - 8 hours or 9 - 12 hours also had answered that they'd bought at least 9 - 12 games, if not more. That considered these didn't by any means cover all of the results in the higher choices. There were several that had downloaded a lot of games that didn't spend a large amount of time on them, which implies that people may buy games, play them and perhaps grow tired of them and look for different games. All of these are valid ideas, and among the people that have answered these there's probably at least one example of each.

7. What was it that compelled you to buy/download the games that you have?

Finally getting to the knitty-gritty with this question. All of the choices for answers that I put on this question were based on my prior experience and knowledge of how people might come across and buy app games. I wanted to see how well the the choices that I had put down fit with the actual reasons why people buy app games. I put the None of the Above option as well to cover my tracks in case I hadn't covered anything, which I was fairly confident that I had. Even so there are always a few exceptions. As before with Question 5 each one is put as a percentage.

Looking at the results it seems I was almost dead on with the choices I put down. Through closer look into my results I also found that the ones who'd put None of the above were all people who'd also put that they didn't play app games anyway. As for the other results the most popular one becomes readily apparent. 70% is the large majority of the total, and people putting down that they bought a game because it was free was picked the most by more than 20% of the other choices. I myself fall victim to the second most popular - Seeing someone else play it. Since I don't own a smartphone, looking over other people's shoulders at the games they're playing is the primary way in which I end up playing the games myself. It seems that was the case with almost half of the people who answered for at least one of their games too.

One thing I do need to think about when I make my game is how it will be priced. Through looking at the percentage of people who put It was free, my choice on pricing is now fairly set. Besides I can understand the logic behind it. The others play into how I can advertise the game. By popularity among the results, the top two were people seeing it being played by someone else, or by looking at popular apps on the app store itself. Word of mouth also seems popular. When it comes to advertising the game, it seems that app games rely a lot on the games being passed around by social interaction rather than the internet. By pricing a game as free they can maximise the amount of people that may download it, which alongside letting socialising do the advertising can cause their popularity to increase, leading more people to buy it still.

8. Are any of the games listed below ones that you have on your phone, or have at least heard about?

I will not lie here. This was a question where I was being a little biased with the choices. My intention was to see whether or not the games that I myself had interest in, some of which I've reviewed were popular among other people too. I
was basing my choices off of what what I'd seen being played, what was being played the most, and the general conversation and hype on the media about certain app games. I deemed them all as well known and popular, but as I said I wanted to double check that I was looking at the right material to get my answers and inspiration for making a commercially successful game.

Because of the way I structured the question, I made two graphs rather than one - one for those that had bought the games (top graph), another for those that either bought or heard about them (bottom graph). I was hoping to see if there was much of a difference. Whichever ones scored highest would also help decide on which games to analyse or 'review'.

Quite the turnout on this question with every single game. With the exception of Jetpack Joyride, all of the games claimed a majority of the results by more than 50%, whilst overall all of them achieved a majority over 50%. It's worth noting that at the time of making this post I'd already done analysis for Angry Birds, which overall got the highest percentage at just over 80% and has been around for a while, and Candy Crush Saga, which is more recent but is gaining popularity very fast, which received close to 70% of the answers. In between those two Doodle Jump and Fruit Ninja both received a little above 70%, whilst Temple Run came very close to Angry Birds in the overall chart, being only 1% lower and actually came equal in percentage to Angry Birds in terms of purchasing. From this I can safely place my choice on Temple Run being the next game I analyse. If I have time I may also do one of either Doodle Jump or Fruit Ninja, but that's if I have the time. What is also worth noting is that whilst the four that scored below Angry Birds and Temple Run are only single games, Temple Run currently has two games whilst Angry Birds has become a fully fletched franchise with merchandising and multiple games to its name. Therefore it's not entirely surprising that they would have the highest scores.

9. If a game wasn't free to download how much would you be willing to pay for it?

Again another question to get the gist of the price I could put on to maximise sales, would I be selling this in real life, which I'm approaching as if I am. It also ties into question 7. I wanted to cover tracks and get some idea of what/whether people would pay for a game if it did require payment to download. Though I've never bought an app game I know enough to know that they tend not to cost much more than £5 at maximum, and that in the very rarest of occasions. Obviously the option of I wouldn't buy it is again to cover tracks because there will always be people that will only go for things that are free, especially if they only deem it as something to pass the time.

The results this time very much followed the same pattern that the other charts followed. Clear majorities of results with individual answers whilst the others fit into minority choices. In this case the majority was split with an equal amount of results for the two highest scoring answers - I wouldn't buy it, and 50p - £1. To be fully specific about the totals, both received 27 responses, which out of 75 is a bit over 1/3 of the total. This also means that the other four choices, even combined don't even amass to 1/3 of the total.

I was pleased at least that even though I wouldn't buy it received the joint most, it didn't amass to a majority of all of the combined votes. It seems that 50p to £1 was the most popular out of the others, whilst either side of it there were more results amassed to £1 - £3 than there were for Below 50p. Some feedback I did get from people that had answered the questionnaire said that it would depend on what the game was that would determine how much they would spend. If the results are what I'm going by, and considering the answers for question 7, it seems that it would be wise business wise to either make the game free or charge very little for it. Having as many as 1/3 answer that they wouldn't buy isn't a good number at all for sales. As such I'm more likely to make the game free to download. That doesn't mean money can't be made from it however, but we'll get to that later on.

10. What genre of app games do you generally prefer to play?

This one was also rather self explanatory. Important as well. I knew that were a lot of different app game genres out there, but I couldn't say I was entirely sure on which ones were the the most popular. Although I was fairly sure about which genre I wanted my game to be, I wanted some valid feedback to see if I was making the right choice before declaring it official.

I tried covering all of the different genres I could think of that app games fell into. I was confident I'd covered all of the bases but as usual the Other option was there. I was looking for which genres managed to achieve a majority above 50% to help me determine the genre of my game. It seems from the results that it was made rather easy for me. Puzzle was the clear winner, and the only one to amass more than 50% of the votes. Sport and Motorsport came in second, about 10% lower than puzzle at just above 40%, with Action and Survival coming third and fourth between 30% and 40%.

I was intending to go with puzzle as my genre anyway, but these results managed to concrete that decision as a wise one. I myself also found the most enjoyment from playing puzzle based app games and it was a puzzle based game that made me want to make an app game myself. Now I'm not an huge expert at genre merging but I know enough to know that Puzzle and Sport/Motorsport aren't put together, and if they are they certainly haven't been heard of. The two just don't mix. I could imagine a puzzle game having elements of action and survival however, and I may end up implementing either of them or both into the game.

11. If in-game content/updates were available in an app game would be willing to pay money to obtain them?

This is where we come back to the point I made in Question 9. It's also where a lot of the cleverer companies make their money from. Often times a game will be free to download, enabling you to play it and get into it, and then after you've gotten a good way through it you'll discover that more features are available to enhance the game or help you progress through tricky levels that you can't quite complete, however they may cost money to obtain. What I'm interested in with this is how many people actually go ahead and decide to purchase this content.

With this question I did choose to include the option of It would depend on what it was, where I didn't before with Question 9, since content can vary immensely, and the appeal of it may be very strong or insignificant. It seems from the results that I made the right choice in doing so, as it gained a bit more than 1/3 of the votes. Despite that however, No still won through on the question, being answered on more than half of the results, and while Yes did amass a few votes it still remained the clear minority.

What does this imply. Probably that people are smart. The strategy of buyable in-game content is used in almost every popular app game, and most consumers are aware that even if something doesn't cost much, it can be extremely effective at getting profit if it's bought multiple times. Considering how many  people put It would depend on what it was however implies that there may be some content that they're willing to buy, even though they may be against buying it otherwise. If this is anything to go by it means that in order for in-game content to sell it has to have enough appeal and use to make people want to use it. It's quite a skill for app game developers to have, and it seems not many can pull it off.

12. How much money would you be willing to pay to obtain the update/extra content?

A follow-up question to 11, this was to figure out the amount that the people that were buying the content were spending. What it would be aside, if I was to incorporate in-game purchases into the game I would need to know what sort of price to put them at, to generate enough profit from it but not be enough to put people off.

As such I put together this question, using the same prices I used for Question 9, but this time leaving out the the option of I wouldn't buy it, and as such only took the results that answered either Yes or It would depend on what it was from question 11. In total this chart had 34 answers going into it. Slightly less than 1/2 of the original total. Like with Question 11, there was a clear majority straight away. 50p - £1 took more than half of the results, claiming the majority, whilst a bit more than 1/4 voted for Below 50p. Interestingly, whilst £1 - £3 had a few votes, the other two had not one vote given to them.

I myself don't know what the average price is on in-game content, but in the games that I've played it averages at around 70p - 80p. Then again there may be games that charge lower amounts, and similarly ones that charge more. It seems however that between 50p - £1 is the price that people are used to, and is what they are prepared to pay to get a hold of the content. I personally haven't thought hard enough to decide on in-game content, although knowing the price is useful if would so choose to do so. Since I'm not currently making the game commercial I most likely wouldn't spend time thinking about it, but it may be worth contemplating at a later date when I have the framework for the game's set up sorted.

13. What is it about app games that makes you want to play them?

This was the only question on the questionnaire that required a written answer. I did this because I wanted personally to hear the reasons why people played app games, whatever that reason may be. I didn't want this question to be structured with set answers that people just ticked if it was mildly accurate. People have all manner of different reasons for doing what they do. What my plan was was to  look at each one, group any similar answers and see how many different answers had been given, as well as how many fell into each. This was the tedious part of the questionnaire, but it would provide the most truthful answers.

As I trawled through the papers I was doing what I said - grouping the papers into answers or creating new categories if they were different answers. What became clear as I went further along was that the answers were all very similar to each other. Different wording but certain keywords kept coming up on the answers. Often times I found questions where multiple reasons had been put in, but they all still fitted with the pattern. By the time I got through them all I'd grouped the reasons into 10 different categories:

- Passing the time, particularly on car journeys or waiting in queues,
- Relieving boredom,
- They were fun to play,
- They were addictive,
- They were challenging and gave a sense of achievement,
- They were quick and easy to play and put down again,
- They provided entertainment,
- They looked good, either aesthetically or graphically
- They provided the chance to compete with others and get high scores
- They were recommended the game through one of the answers on Question 7

One person also stated that there was no point in even owning a smartphone or Ipad if you weren't going to use it to play games.

Everyone that answered the question had an answer or multiple answers that fit into one of those 10 groups. Some got more answers than others, but passing the time and boredom relief got more results than the others, which all gathered around the same amount.

These it seems these are the criteria I need to fill to make my app game successful. It needs to look good, it needs to be fun and but also challenging, whilst not being tedious, it needs to provide a form of competition, and it needs to be simple enough to play quickly and easily. The real challenge however is what I said before at the start of my work, making the game addictive. It'll definitely be something I look into as part of the research later down the line, but this information has been ideal for helping me decide on the direction I want my game to go in.

So with that, that's every question analysed and looked into. Big thank you to all of the people who took the time to answer the questionnaire. The results have helped me big time with the project and I'll make sure to put them to use. There will be another piece of primary research for audiences that I do, which will be coming up as my next post. Look forward to that and until then thanks for viewing the blog.