In my previous pitch blog post for my digital artefact, I outlined an analytical framework that I’ll be using in my project. In this post I’ll be speaking more about this framework and explaining each point in depth.
As you can see above, my analytical framework consists of monetisation, induction and audience. All of these work together and compliment each other to form my digital artifact. So, let’s look at them all separately and what these concepts really mean, especially in relation to Trivia Crack.
Monetisation is “the term used to describe turning an object, goods, service or asset into money” (Capital.com). Trivia Crack certainly knows how to get money from users, despite being a free application. It has advertisements scattered everywhere within it, and there’s also the option to purchase a paid, “ad free” version.
Video gaming is a billion-dollar global industry. An important innovation which has fuelled industry development has been the expansion of digital purchase options, including the emergence of virtual goods, that can be purchased from within the game in small payments termed ‘microtransactions’. These microtransactions enable players to obtain additional game content or premiums (King, 2018).
Essentially, these games push you to spend money through microtransactions, and in games like Trivia Crack, also have a large amount of advertisements to make themselves money.
Induction is the formal act or process of introducing someone to something new, like an organisation, job or in this case, a game. In terms of Trivia Crack, this translates to asking how trivia crack gains users– and how does it get them to stick around?
It essentially comes down to marketing, and how the game presents itself. for instance, the user interfaces, pretty icons and drawings. The whole design is very user-friendly and makes the quiz look fun to play with (Wang, 2016). They have created the game and the graphics to appeal to an audience of all ages. Trivia is a fun thing that people of all ages enjoy, but the game is also marketed as an educational tool for children, which helps spread its popularity even more.
Last but not least, we have the audience. In other words, who are the questions made for exactly? And are they based on location?
As most of us realise without thinking about it too much, most online platforms we use know way too much of our personal information. In an article by Time, it explains how Trivia Crack gives you questions based on your location.
When you sign up for Trivia Crack, most users will connect their Facebook account, in order to play against their friends and complete the set up of their user on the game. Facebook has a library that makes it easy to access their services. “If you linked your Trivia Crack to your Facebook account, then they can get a lot more data about you,” says Hong (Time).
Monetisation, Induction and Audience are all connected, as they all relate back to the game play of Trivia Crack. Together, they form an effective analytical framework that can be used to understand the game, and communicate its main elements effectively.
- Trivia Crack. 2018. Trivia Crack. [online] Available at: <https://www.triviacrack.com/> [Accessed 10 September 2021].
- Pullen, J., 2015. Your Favorite Apps Know More About You Than You Realize. [online] Time. Available at: https://time.com/3857380/apps-security-privacy-trivia-crack/ [Accessed 15th September 2021].
- King, D., 2018. Predatory monetization schemes in video games (e.g. ‘loot boxes’) and internet gaming disorder. [online] Available at: https://onlinelibrary-wiley-com.ezproxy.uow.edu.au/doi/full/10.1111/add.14286 [Accessed 16th September 2021].
- Wang, Y., 2016. QuizASSIST: Mobile Application for ASSISTments. [online] Available at: https://core.ac.uk/download/pdf/212988125.pdf [Accessed 16th September 2021].
- Cambridge Dictionary. Induction. [online] Available at: https://dictionary.cambridge.org/dictionary/english/induction [Accessed 17th September 2021].
- Haughey, C., 2020. The Secrets to Marketing in the Gaming Industry. [online] Available at: https://digitalmarketinginstitute.com/blog/how-gaming-influencers-sway-marketing-in-the-gaming-industry [Accessed 17th September 2021].