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Ownershi Extrinsic motivation Users will naturally prefer content created

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發表於 2024-3-7 12:09:41 | 顯示全部樓層 |閱讀模式
During the challenge the number of questions that users can answer correctly and the levels they have passed are clear helping users to compare with themselves and achieve selfimprovement . The ranking list allows users to have clear comparison goals and motivation for progress through the competition status and time spent of different users . 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 achiev Armenia WhatsApp Number ement 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 . by themselves 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  Users can own some items or virtual items when using 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. thereby 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.

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