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Published byClinton Kelly Modified over 6 years ago
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Casual Games Summit be dominated by a huge logo
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Who Is the Casual Game Audience?
This question used to be a lot easier
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Who Is the Casual Game Audience?
This question used to be a lot easier YES! NO!
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The Category is Getting More Complicated
2004 Distribution
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The Category is Getting More Complicated
2004 Distribution Monetization
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The Category is Getting More Complicated
2008 Distribution
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The Category is Getting More Complicated
2008 Distribution Monetization
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Why Is the Category Getting More Complicated?
Because the casual game industry is intentionally making it more complicated.
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Why Are We Making It More Complicated?
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Why Are We Making It More Complicated?
So that the audience can look more like this:
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Why Are We Making It More Complicated?
…than this:
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Commonalities are Psychographic
Simple interfaces Low learning curve Frequent rewards Experiences that *can be* quick Really low cost High accessibility Relaxation rather than anxiety (usually)
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Casual Gamers Want Games That Fit Into Their Lives
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Core Gamers Are Willing To Fit Their Life Around Games
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What Does Casual Gaming Mean To Users?
For much of the audience, this looks like a low value activity engaged in frequently and (intended) for short burst In short, this is television
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Strong Identified Segments
Try and buy ($20): Mostly female, 35+, have credit cards, $20 = Impulse purchase
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Strong Identified Segments
Microtransactions: Principally proven for teens/tweens, split gender, no credit cards, $20 = monthly disposable income
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Strong Identified Segments
Ad-Supported and/or Community-Centric: Varies widely based on content offering Pogo: Very pink and gray Kongregate: Very blue and green
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Respecting the Audience
Before you build your game: Understand who your game will reach Shape your offering format to best monetize that audience Have respect for the audience’s: Short attention span Need for frequent rewards Desire for accessibility Lust for cheap, quality entertainment
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