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In order to challenge and gain achievements, users will pay more attention to the works and listen to the details related to the songs. QQ Music also provides a list of songs that appeared in the challenge in the challenge results. It is precisely through the user's needs for progress and achievement that it can increase users' attention to the work. Based on the results of each challenge, QQ Music is conducive to disseminating shared achievement content for users to post on their own social platforms to share with other users, amplifying the joy of achievement and further forcing users to make progress through social pressure .
Ownership Extrinsic motivation Users will naturally prefer content created by thems Armenia WhatsApp Number lves, similar to the IKEA effect, creating a sense of ownership. Enhancing users' sense of ownership can help products increase user engagement and loyalty. This sense of ownership mainly includes several types Possession the product, such as equipment and props in the game, thereby enhancing the user's selfidentity and sense of satisfaction. Information Possession Users can obtain some unique information or knowledge when using the product, such as personal information in social media, search history in search engines, etc.
Tthereby enhancing the user's selfidentity and sense of control. Right Possession Users can have some specific rights or permissions when using products, such as privacy settings in social media, management permissions in games, etc., thereby enhancing the user's selfidentity and sense of control. Selfexpression Users can express their own personality and values when using products, thereby feeling selfidentity and respect. Common design methods variable points, virtual goods, starting from scratch, feedback based on user preferences, collectibles, avatars, sense of protection, mentoring, additional costs, etc. Case QQ Xiaowo QQ Nest is a virtual social product in QQ.
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