◾Game template setup
Last updated
Last updated
Configurations of the mini-games are available in the “Gamification > Mini-games” section
In the list of the games, the operator can see:
ID of the game
Name of the game (Internal and Public name)
Segment of users for whom the game will be available
Status of the game (Active, Draft, Archived)
Type and mode of the game (visitors mode or real users)
Attempt price (e.g. Free of charge, gamification points, spins attempts)
Count of the won prizes
Priority of the game, that is controlling its position in case multiple games are available for users
The game configuration screen contains the following options:
Settings tab -> shows General Settings, Advanced settings, and a preview of the game: - General Settings -> Internal name, Status, Skin, Segmentation, Cost type, Game UI Configuration. - Advanced Settings -> Available only from a campaign, Date restriction, Priority, Custom Section, Custom Date field, Expose pool & win in the API. - Game Preview -> displaying the desktop and mobile view
Prizes tab - used for creating, editing, and deleting prizes
Winnings - shows all the users and game attempts with the prize information
History - shows a history of all changes in the game template configuration
"Spin Expiration Rule" - The option is self explainable, the important configurations that are worth mentioning:
You can define if the spins are expirable. E.g. you can give a daily spin with an expiration of 1 day. This means that if the user didn't use it within 24 hours after it was issued, the spin will expire
"Max number of attempts a user can do" - Defines the number of attempts that the user can use for a specific period of time. On the next attempt, the user will get an error message defined in the "Message when user is over the limit".
"Show time to the next available spin" - when the flag is set to "Yes" a countdown timer will be displayed in the game for users who have reached their limit of the maximum number of attempts. Countdown indicates when the game will become available for the players again. Keep in mind that:
This setting is available only if the value in ‘Max number of attempts a user can do’ is exactly 1, any other value will disable the Countdown timer automatically.
Also, the logic of counting the next spin availability does not take into account the time when the spin will be given by the Gamification tools. For example, if you have an Automation Rule that gives a spin for the user on every 100 EUR wagering, the “Countdown” doesn’t have visibility of when the next spin will be given to the user, it only counts the time restriction from the last time user played the game.
"Show game only when user has attempts or points to spin" - when the flag is set to "Yes", the game will be shown only when the user has either enough points to make an attempt or if the game is configured with cost type "Spin attempts" and the user has at least one attempt to for this template. If the user uses his points/attempts the game will disappear the next time he opens the section with games.
"Available only from campaign" - when the flag is set to "Yes", the game will be available only in standalone mode, even if the user is eligible for it according to the segment and has spins/points to play it. This configuration can be used to hide from Gamification screen game templates that will be given as Standalone games.
In this screen the operator can define the name and description of a mini-game, the number of sectors (for the Loyalty Wheel game) and upload a custom thumbnail that will be used as an iconic presentation of the mini-game in the list of all games as well as custom background and background music for the mini-game.
Translations for the name, description, and promo text can be also applied after selecting the desired language/s from the Language drop-down menu.
The promo design of the widget main page can be set here as well, by providing promo images and content, and some of the CSS could be overridden to some extent.
In this tab, you can control the prize pool structure and prize assignments to the sectors in the "Loyalty Wheel", "Scratch Card" or "Giftbox" game.
When configuring the prizes from the BO keep in mind that:
Spin the wheel game doesn't have restriction on minimum and maximum amount of prizes that you can add, it depends on how many sectors you have.
Scratch Card game should be always exactly 6 prizes + 'no prize' type
Giftbox game doesn't have restriction on minimum and maximum amount of prizes that you can add.
One of the important concepts in Smartico mini-games is that with every attempt to play the user wins some prize, and to cover the "loss" case, we have a special prize item called "No prize".
When configuring the game template, the operator should define how many items would be available for each prize. Based on this availability, the system will calculate the probability of winning each prize.
The result of the Loyalty Wheel and Scratch & Catch is 100% random based on a BMM test lab certified Random Number Generator.
Let's take an example of 3 prizes:
We will have one item of iPhone
90 items of "Free Spin"
9 items of "10$ Cash" bonus
With such a configuration, the total number of items in stock is 100, and the probability of winning an iPhone is 1%. As soon as the iPhone is won the 'items in stock' of the iPhone prize will be equal to 0 and it will not participate in the prize distribution anymore but will be always displayed as a possibility.
The problem with this setup is that after all items are exhausted, the system will not be able to give any prize.
To prevent such a case, at least one of the prize items should be set as a "Surcharge" prize. This item will be given when all other items in stock are used.
We can modify our game configuration from the example above to cover this case.
We added 2 surcharge prizes, one of type "No prize" with 1000 items in stock and "10 Points" with 1000 items in stock.
The probability distributions can be seen on the screenshot, the chances to win an iPhone now are 0.048%. As soon as all items from the 'Items in stock' will be won, there will still be 2 surcharge items that will be randomly given to players with unlimited availability.
More things to know:
The mini-game should have at least one surcharge prize configured
The surcharge prize pool can be set to 0, in such a case it will not be used in the prize distribution until all other prizes are used.
In case of multiple surcharge, prizes are set up and all items are exhausted, the distribution between surcharge prizes will be randomly equal.
The Items in stock can be edited in real time, which means that at any specific point, the operator can increase or decrease the number of items in an already active game.
You can restrict the issuing of a prize by weekdays and/or date range. The option is available for all 3 random mini-games (Loyalty Wheel, Scratch Card, and Giftbox) and the Prize Drop and it is located in the Prize configuration screen. When a prize is restricted to specific dates or weekdays, it can only be won during that designated period.
The ‘Restrict Prize Period’ option allows you to control when a prize can be won based on specific days or a date range. Here’s how it can be configured:
Specific date range: Set a start and end date; the prize can only be won during this period.
Start date only: Set just a start date; the prize can be won anytime after that date.
End date only: Set just an end date; the prize can be won anytime before that date.
Specific weekdays: The prize can only be won on certain days of the week.
Date range + weekdays: Combine both options; the prize can be won on specific weekdays within a certain date range.
Start date + weekdays: Set a start date and specific weekdays; the prize can be won on those weekdays after the start date.
End date + weekdays: Set an end date and specific weekdays; the prize can be won on those weekdays until the end date.
In case prizes are limited to specific weekdays or date ranges, the probabilities will be calculated according to the current day in the UTC zone.
On the prize configuration screen operator can define:
Prize type - Points, No Prize, Bonus template, Tangible, Spin attempt (in the same or another game), Jackpot
List of sectors (only on “Loyalty Wheel”)- where the prize will be shown, comma separation can be used if you want to show the prize on multiple sectors
Optional icon with size 40x40px
Surcharge prize flag
Items in Stock (current) - Number of available items for this prize. When exhausted, the prize will be still visible in the mini-game, but cannot be won (0% probability)
Items in Stock (on refill) - If you are using "Reset prize pool" logic, here you can define the initial number of prizes that will be set after each reset
Optional font size to adjust the size of the prize name in the mini-game
Type of winning message - could be without a message, automatically disappearing message or message waiting for the users' acknowledgment (with "OK" button)
Type of sound that will be played when the prize is won
Name and translations for prizes
Winning message and translations
The Deep Link that will be triggered when the user clicks "OK" in the winning message
You can configure mini-game prizes to require players to claim them manually before they are issued. When this setting is enabled, the prize will only be awarded after the player clicks the 'Claim' button; otherwise, the prize will remain unissued. This option can be found in the mini-game Prize Configuration screen under 'Type of Winning Message' and is labeled as 'Full message with acknowledge button.'
In the 'Not Claimed Prizes' tab, you can view all unclaimed prizes. From this tab, you can also manually issue a prize to a specific player by clicking the 'Claim Manually' button.
Only prizes that require acknowledgment will appear in the 'Not Claimed Prizes' tab.
The new option is available for ‘Loyalty Wheel’, ‘Scratch Card’, and ‘Giftbox’ mini-games.
Prizes that are not claimed within 6 months will expire. Expired prizes cannot be issued.
The Jackpot can be with a fixed amount defined by the operator or can be progressive when every attempt of playing the game increases the total jackpot.
Jackpot value is abstract! It doesn't represent the money or points or any other entity.
This gives you the possibility to treat it the way that works better for your operation.
For example, you can treat the jackpot as cash bonus money.
Taking this as an example you can say that you "guarantee" "10 USD" as the initial jackpot and every user that plays the game is increasing the jackpot by "0.05" USD.
When the jackpot is won, you will need manually to issue the jackpot amount to the user.
As soon as the jackpot is defined in the mini-game, the operator should define a prize of type "Jackpot" and put it on the sector(s) in the game and define "Items in stock" that will control the probability of giving the jackpot.
Jackpot probability is working the same way as any other prize. At the moment when Jackpot is won by some player, the value of the new Jackpot is reset and set to the initial one (Guaranteed by the operator).
When the Jackpot is won, you as an operator need to issue the prize to the user manually. To be notified when someones win the Jackpot, you need to build a Journey that triggers the sending of mail to the Support personnel.
You can use tag {{jackpot}} in the name, description of promo-text of the Mini-game, and also in the name of the prize and acknowledge message. The tag will be replaced with the current value of the jackpot.
For sending communication that contains the amount of the Jackpot you should use {{event.jackpot}} tag. For example, you can set up an operational campaign that sends inbox messages to the players when they win the Jackpot. In the Inbox template, you should use the {{event.jackpot}} tag to display the jackpot amount.
The {{event.jackpot}} tag does not contain the currency symbol, so you'll need to include it separately when using it in communications.
The {{jackpot}} tag contains both amount and symbol but can be used only in the game itself and in the in-game pop-up.