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The Current Gaming Landscape in Queensland
The contents of this presentation and any attachments are for the sole use of the recipient to whom it has been provided by Cream Synergy Pty Ltd and are strictly confidential. No portion of the document should be copied, disclosed, published or distributed to another party without Cream Synergy Pty Ltd.’s prior approval. The Current Gaming Landscape in Queensland Market Changes in last 5 years: General product trends Changing Game Types Changing market demographics Managing RTH% Dominant new feature style – hold n spin All data from Maxgaming for Sept QLD Clubs, ABS 2016 Data and Australian Gambling Statistics 1991–92 to 2016–17, 34th edition Justine Channing Mob:
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About me… Education BA (Hons) – University of Sydney BSc – Macquarie University Marketing Cert - UTS Currently: 2nd Year MRes Macquarie University Club Experience Gaming Manager – Wests Illawarra, Balmain Leagues, Ramsgate RSL, Five Dock RSL, Cronulla RSL, Lantern Hotel Group, BBMG Hotel Group Gaming/Marketing Manager – Blacktown Workers Club Manufacturer Experience Product Manager – Aristocrat (Europe: London-based 2 years and Australia 3 years) Product Manager – IGT 2 years Manager Gaming Analysis – IGT 4 years Venue Experience Casinos in Australia & Europe, Clubs – all Australia, Hotels and Hotel Groups – NSW, Qld, VIC Other Co-founder, content writer and director of The Drop – industry knowledge & news website Gaming Specialist consulting to clubs and hotels in Australia (14 years)
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Change in Gaming Machine Types
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Regional Vs Metro
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Change in Market: RTH% No great change despite industry impression
Standalone hold % reduction mainly numbers: drop from 26% to 6% of market
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Hold n Spin games Market filling up with clones – now 24.8% of all games (still highest earning product type as a group)
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Player Choice meeting many markets in gaming
With the change to the base game percentage in current product now totally reversed compared to 5 years ago, how are you building interest for the regular players? Reduced game variety – hold n spin games everywhere = 24.8% of games in market (diff art/same maths) Reduced denomination mix in exchange for multidenom games = time on device
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Age Vs Game performance
Clear correlation between game age and game performance You cannot expect an old IGT, SG etc to operate at the same levels as a new ARI – must update all or risk falling behind
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Manufacturer Performance
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NEW product
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Median Vs Average (Mean)
Intro of Hold n Spin games are dominant Mean/Average is skewing data and affecting purchase decisions and trades Median is statistically more robust gives you a true centre for data when looking at ranking reports Excel does it for you: =MEDIAN(cell:cell)
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Population – Generation Changes 2006-2016
Skill-based Gaming??? Most important factor for Millennials is the size of the demographic group
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Population Growth % – ABS 2016
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QLD Population % Growth Vs Gaming TO
ABS Data2016 & Australian Gambling Statistics 1991–92 to 2016–17, 34th edition
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Player Choice meeting many markets in gaming
Segmenting gaming machine product on the floor we used to do it with high denom (but this is reducing smoking/non-smoking – but no product differentiation Area for day players with appropriate product Area for male/female players with different product and bank formation Membership Tiering – bigger versions of the same offer for all tiers (not personal enough)
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Rewards Programs Most clubs now offer reward programs that are so similar that players can’t identify meaningful differences Redevelop Programs Look at fresh market segmentation Create surprise and delight experiences - humanizes a program, adds personal/emotional connection
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Problem: Data and Behaviour
Our main sources of data = social/demographic They aren't good predictors of behaviour which is what gaming is all about = IMPERSONAL Recent studies are showing people focus more on: symbols of belonging experience is worth more than points The value of a reward program is more than the points, it’s the better experience overall. eg VIP players prefer to be picked up by the club in an Uber than a get free meal – even if the value is the same = PERSONAL
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Tech vs Personal Current technology development focus is on:
Speed of service Speed of play Reduction of staff numbers – reducing costs The customer providing their own service choices Reduced personal interaction Women/men – different reasons for gaming Gaming host/specialist floor staff
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Do loyalty programs help gaming?
Are we just rewarding players and members who would visit anyway? On average – data confirms that rewards programs drive: Members to buy/spend more (than non-members) – impacts gaming and food Members to visit more frequently (than non-members) – largely impacts gaming Can be monitored by: Compare average spend of members to average spend of non- members Increase in visit frequency of targeted members during promotional periods If there is no change in either of these you are probably not off-setting the costs of the program
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SUMMARY Data suggests:
Definitely include LINKS in purchase plans – still growth Look for game variety – decline in hold n spin Change/adjustment in manufacturer performance trends for new machines Separate machine performance by product type Segment the gaming floor by product/customer type Refresh Rewards/Loyalty programs - personal
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Justine Channing 0418 260 856 Available to complete:
Director and Gaming Specialist Contact: Director and Co-Founder Contact: Available to complete: Gaming Floor Health Checks Monthly Gaming Reports Independent - Product purchase advice and planning
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