Transcript
Page 1: How To Develop for a Distracted Audience and Keep Them Engaged
Page 2: How To Develop for a Distracted Audience and Keep Them Engaged
Page 3: How To Develop for a Distracted Audience and Keep Them Engaged
Page 4: How To Develop for a Distracted Audience and Keep Them Engaged

True Second Screen In the early days of second screen content creators thought people wanted apps to enhance the experience of the content they were consuming on their televisions. However, in reality, second screen means people checking email, engaging with social media, and playing games while the tv is on. Consuming multiple feeds of information, dipping in and out of threads, some related to the TV show (engaging on twitter about a particular program) others are not. We do not have the players full attention, so need to consider this in creating games for these consumers.

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Page 6: How To Develop for a Distracted Audience and Keep Them Engaged

Player check their social/work feeds (text, email, Facebook, twitter), then look for their next activity if they have time left. For your game to succeed you must fill their third slot. So you must remove barriers, the reasons a player might not open your app and do something else instead.

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Page 8: How To Develop for a Distracted Audience and Keep Them Engaged
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`The design puts the players needs and requirements ahead of our own!!

Example: Lumo Deliveries was initial conceived to be played in landscape (As shown in the following concept art). However, we decided quickly to design the game in portrait not landscape so players can move between their email and social apps freely while playing.

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Players can make meaningful p rogress in seconds, not minutes. We will always take players to the most useful screen in the game as fast a possible - even on boot.!!

We ensure our game always take the player into the game loop (without menus) and to the point where the player can make meaningful progress FAST.

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Lumo Del iver ies does not require the players full attention & players can look away from the screen and nothing bad will happen.!

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The game should adapt to how the player wants to play it.!!

For example, in Lumo Deliveries a player can choose how frequently they want to interact with the game depending on the duration of deliveries they choose to undertake.

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Every game session starts with a completion - not an beginning.!!

Rather than tasking the player with complex puzzles or decisions at the start of the game session, the micro-session game should strive to present the player with the success or rewards of previous decisions. The decisions and plans are launched towards the end of the session.!!

In Lumo Deliveries you start most sessions by collecting money for completing your deliveries.

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