Game UX — Improve your IAP

Prateek Gupta
1 min readApr 23, 2018

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Hey Game Designers, here are some inputs on how you can improve your IAP UX.

  • The starter pack should appear within 3 to 5 sessions after install. Additionally, limiting its availability to between 3 and 5 days will encourage players to make a purchase decision. Players need to understand the value and importance of all the items.
  • Hide higher priced items until after the player has made their first purchase. Social psychologists call this the foot-in-the-door technique. If you want to read about it, its really good: https://en.wikipedia.org/wiki/Foot-in-the-door_technique
  • Add new IAP items at regular time intervals and as players progress through the game. Not showing all at starting. As lot of choice cause confusion and a user take more time to make decision. Good read: https://en.wikipedia.org/wiki/The_Paradox_of_Choice
  • When offering packs, We should highlight the “bonuses” for purchasing the package. We should keep some items as bonus.
  • As we learn about player purchasing habits, we should reorder products to present items similar to their previous purchases at the top of the store.
  • Consider charm pricing, but it doesn’t work everywhere. For example, in the United States, prices always end in .99, but that’s not the case in Japan and Korea, where rounded numbers are used. Pricing in accordance with the local norm signals to players that we care and designed the game with them in mind.

Please add up if you know anything more. Hope this helps.

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Prateek Gupta
Prateek Gupta

Written by Prateek Gupta

Writer, artist, marathon runner, travel freak, comic fan and a gym addict. Currently working as Manager, Product Design @ Flipkart

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