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Create and run games

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A game pays prizes for results at work, for example for each protection plan that a rep sells. You plan the game, Arcade scores it from your sales data, and the players get their prizes after someone verifies the results.

  • Choose the game type. An incentive game can pay every player who gets to the goal, so use it to pay for each sale. A race and a tournament pay only the players at the top. To learn who wins and when each type pays, read Tokens, games, and rewards.
  • A game scores people or teams. In a team game, choose who on the team gets the prize, and if each person gets the full prize or a share. A team counts the sales of its store. If your people sell at different stores, read Why didn’t my game pay out?.
  • Choose the account that pays the prizes: the company account or your own balance. You cannot change it later.

Create an incentive game with these settings:

  1. Set the goal to 1.
  2. Make the reward repeatable. A repeatable reward pays again each time that the player gets to one more goal.
  3. Optional: to limit the cost, set a limit for each player, a winner limit, or both.

A limit for each player stops the reward of that player after that number of payouts. A winner limit counts the prizes, not the people. At the winner limit, the game ends.

An incentive game with no winner limit has no maximum cost. Keep enough tokens in the account that pays: set up an automatic recharge.

In an incentive game, you can add more than one reward and give each reward its own goal. Each reward pays separately. For example, with a reward at 10 sales and a reward at 20 sales, a player with 20 sales gets the two rewards.

A threshold is a number of sales that each player must make before the game counts toward a reward. Use it to pay for the sales above the usual level of each rep. Only an incentive game with one metric can have a threshold.

  • A fixed threshold is one number for all the players.
  • A calculated threshold is a different number for each player. It is a percentage of the average sales of the player in each period of a past date range. If that number is less than the minimum that you set, the minimum applies. By default, the average does not include the periods with no sales.

Then choose which sales count toward the goal after a player gets to the threshold: all the sales, or only the sales after it. For example, take a threshold of 10 and a player with 12 sales. The score is 12 when all the sales count, and 2 when only the sales after the threshold count. Arcade tells each player when they get to the threshold.

By default, a game pays its prizes only after someone verifies the results. When the game ends, its creator gets the notification “You need to verify the results for your team”. Until someone verifies the game, the players see Awaiting Verification.

  1. Make sure that the sales of the last days of the game are in Arcade. Sales can arrive late. Refer to Check and correct sales.
  2. Open the game and examine the scores. If a sale is wrong, correct it. To change the score of one player in this game only, revise the score.
  3. Verify the game.

The verification pays the prizes, and you cannot undo it. If the account that pays has too few tokens, the verification fails. Buy tokens, and then read Why didn’t my game pay out? for the next step.

To skip this step, turn on auto-verify when you create the game. Then Arcade pays the prizes when the game ends.

  • A race ends when each place has a winner, and an incentive game ends at its winner limit. So these games can end before their end date.
  • You can split a team prize by the sales of each person only in a team game with one goal, one metric, and no threshold. The metric cannot be an average or a calculation. The split counts only the sales up to the goal.
  • When you change the dates of a game that already paid prizes, the paid prizes do not change.