Archive for June, 2012

buying satisfaction

Peter Drucker wrote;

“The customer rarely buys what the company thinks it sells him. One reason for this is, of course, that nobody pays for a ‘product.’ What is paid for is satisfaction.”

http://www.fastcodesign.com/1669070/3-ways-to-predict-what-consumers-want-before-they-know-it

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gaming is a psychological experience

Think about the fantasy that a game is fulfilling for the play, this establishes a baseline set of expectations. Then think about the ways that the game delivers, manages or challenges a player’s psychological reaction to the game’s experience.

Q: What’ something you’ve learned about game development that has remained true over the years?

Sid Meier: Gaming is a psychological experience. I base my games on things like railroads, pirates, and history, and I try to make the games I design true and real. The more historical, the more realistic, and the more factual, the better. During the early days of my career, I hadn’t taken into account what was in the player’s head. By acknowledging that simple concept-that gameplay is a psychological experience-it can make your games better.

http://www.gamesindustry.biz/articles/2012-06-13-the-sid-meier-advantage

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externalized through an avatar?

Aligning a player’s gaming journey of success and how this is represented to a social audience – an important consideration for western design applicable to emerging markets.

WHAT THE MIDDLE CLASS WANTS

Broadly speaking, the Chinese middle classes believe that with the right competitive tools, they will find an opportunity to transform their lives, in contrast to a blue-collar laborer, who sees his social and economic status as more or less fixed. It’s the difference between basic needs of survival and physical safety and a need to satisfy social status requirements. The middle class engages with society to get recognition for financial success. It’s important to note, though, that this is not about arrival, it’s about being on the right journey…

“A brand’s success is rooted in an appreciation of people’s fundamental motivations—and in China this means that a premium-priced product must be a tool for social advancement.

“THE JOURNEY OF SUCCESS;

Acceptance. Young college graduates are unproven, in search of acceptance. They need acknowledgment of their potential, not admiration for their achievement.

Recognition. Once strivers are in mid-career, they must be recognized for both their past achievements and their capacity for further advancement.

Admiration and iconization. Toward the top of the hierarchy, the laoban, or boss, requires unanimous respect and deference.

http://www.fastcompany.com/1838808/the-unique-cultural-challenges-of-marketing-to-china-s-new-middle-class

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