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Casual Games Summit be dominated by a huge logo.

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Presentation on theme: "Casual Games Summit be dominated by a huge logo."— Presentation transcript:

1 Casual Games Summit be dominated by a huge logo

2 Who Is the Casual Game Audience?
This question used to be a lot easier

3 Who Is the Casual Game Audience?
This question used to be a lot easier YES! NO!

4 The Category is Getting More Complicated
2004 Distribution

5 The Category is Getting More Complicated
2004 Distribution Monetization

6 The Category is Getting More Complicated
2008 Distribution

7 The Category is Getting More Complicated
2008 Distribution Monetization

8 Why Is the Category Getting More Complicated?
Because the casual game industry is intentionally making it more complicated.

9 Why Are We Making It More Complicated?

10 Why Are We Making It More Complicated?
So that the audience can look more like this:

11 Why Are We Making It More Complicated?
…than this:

12 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)

13 Casual Gamers Want Games That Fit Into Their Lives

14 Core Gamers Are Willing To Fit Their Life Around Games

15 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

16 Strong Identified Segments
Try and buy ($20): Mostly female, 35+, have credit cards, $20 = Impulse purchase

17 Strong Identified Segments
Microtransactions: Principally proven for teens/tweens, split gender, no credit cards, $20 = monthly disposable income

18 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

19 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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