Instead of streaming (and playing) a range of mobile rhythm games I decided to focus on Rhythm Hive, mainly because I had paid subscriptions and thought it would allow me to get more in-depth research. This kind of backfired, because I soon lost interest in the game – I’m hoping to turn it into a positive as I’m considering player engagement (or lack thereof) in my final analysis of the game.
Another major change was that I didn’t end up making the YouTube content I had planned on. My shifts picked up and I decided I’d rather focus on streaming – I think this was a positive change because I was able to manage the workload better.
I want to look at how Rhythm Hive has used customisability to their advantage, allowing players to customise the difficulty of every song they play – accounting for a learning curve or the fact that some players may be new to the genre. They balance this with pop-up challenges and seasonal mission stages that get progressively difficult.
I’m also going to consider monetisation in a few different areas:
- 2 types of subscription tiers (Hive Pass and FAN Plus)
- Loot boxes
- In-game currency (coins and gems)
- Optional ads
Player engagement is going to be a big part of my analysis. As I, a player, tend to be obsessed with the game for a few weeks then barely play it – depending on the specific events at the time. I want to look at login bonuses and rewards, because they are the thing that keeps me coming back, even if I don’t actually play the game.
My analytical framework has influenced the way I’ve viewed the game, as I’m focusing more on these elements when I play and stream. When deciding on the framework I chose areas of the game I already think about – and talk about with friends – so it wasn’t too difficult to change into this mindset. I’ve recently been doing a lot of research on these topics and have found it to be very interesting – feel free to check out some official sources in the reading list!
Reading list Social Influence and Monetization of Freemium Social Games – Fang, Zheng, Ye & Goes 2019 > Gives some great insight into the monetisation of games, and how the social aspect of gaming can encourage players to spend more The ‘gambling turn’ in digital game monetization – Johnson & brock, 2020 > Further explores the freemium model and the "gamblification" of in-game transactions Can Videogames be Addicting? An Investigation into the Specific Game Features and Personal Characteristics Associated with Problematic Video Game Playing - Pouliot, 2014 > Looking at the negative aspects of 'player engagement'