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As for the game mechanics, I would imagine that the low frequency of visits really was the major factor in the apathy towards them. Our startup (IActionable) is
by ryanelkins 16y ago
As for the game mechanics, I would imagine that the low frequency of visits really was the major factor in the apathy towards them. Our startup (IActionable) is creating a game-mechanics as a service system and one thing we noticed is that it's only really useful when employed on a site that users typically visit fairly frequently (like once a week or better, ideally). There are other factors too - like number of integration points - or how many things can a user do on your site. The "game" is hard to make interesting if the user can only do one or two things since there isn't a whole lot of interesting stuff you can do around that usually.