Posts Tagged ‘casual gamers’

Females are big casual gamers, but don’t ask them to pay

Tuesday, February 16th, 2010

A new study released by Q Interactive further confirms the results from their earlier study released last November, indicating that women are big social gamers. But don’t call them gamers, nor ask them to pay to play.

770 women were surveyed in January and questioned about their knowledge of online gaming and virtual worlds. 36 percent indicated that they regularly play games on Facebook, with 54 percent admitting that they play at least on social game per day. Mafia Wars and Farmville scored top ranks on female gamers’ choices.

“This provides a terrific opportunity for brands to serve as a trusted, valued partner to them. By having a presence in the game and app space, brands get the benefit of reaching an influential consumer set,” said Ian Johnson, Director, Social Media World Forum. “With the support of brands, advance in games and apps and we’re finding also get information from brands they value.”

And while women may be huge consumers of casual games, please do not refer to them as ‘gamers’. Less than half of those surveyed (42 percent) would call themselves a ‘gamer’. However, these ‘non-gamers’, 67 percent of them, consider between 1 and 5 hours per week a socially acceptable amount of online play time. Likewise, when asked if they would pay (i.e. use real money transactions) to play, over three quarters of them (77 percent) indicated that they would pull the plug on their ‘non-gaming’ addiction playtime. 97 percent said that they would rather ‘earn’ virtual currency through games rather than investing actual, real-world money.

 

New Study: Women competitive, social, brand engaged, loyal casual gamers

Wednesday, November 11th, 2009

There was a time when the term ‘gamer’ held a certain negative connotation to it. Past studies have shown that this once held preconception is vastly different today. With the advent and popularity surrounding casual gaming, the gaming landscape has changed dramatically. Just how dramatically? A new report released by Q Interactive and Social Media World Forum has found that female gamers are highly engaged with brands and virtual currency consumption.

QinteractiveWhile the sample size is still relatively small, approximately 2000, the results are enough to make any marketer or developer of casual games jump for joy. The study found that female gamers are passionate and competitive about Green Patches and Happy Aquariums, and often stock up on virtual currency. The study also found that women are highly engaged in branded virtual goods, and are much more likely to acquire virtual currencies through winning more, or accepting a branded offer, as opposed to paying for it with “real world” money.

“As brands seek relevant and natural ways to shake hands with women via social media, the gaming and application marketplace holds tremendous potential to integrate in a consumer-friendly, meaningful way,” said Matt Wise, President, Q Interactive. “Women seek a partner to support their entertainment, which is exceptionally important given their busy lives.”

A closer look at female gamers

  • 85 percent of those surveyed use five or less games and/or apps regularly, indicating an inclination to be loyal to a handful of favorites; approximately 15 percent regularly invest in six or more games/apps at a time
  • More than half (57 percent) are earning/spending virtual currency daily
  • Introduction to new games and apps rest heavily on word-of-mouth: Nearly three-quarters (74 percent) got involved in a game or app due to “a recommendation” by family or friend or because they “noticed a friend or family member’s score”
  • 95 percent utilize virtual currency primarily to “gift” and/or advance games
  • In interacting with games and apps, 57 percent feel virtual gifting – for example, giving a bag of virtual makeup from Sephora – is as meaningful as real life gifting

How Brands and female gamers interact

  • All but six percent (97 percent) of women prefer to earn virtual currency through either winning more or accepting a branded offer – versus paying for it with “real” money
  • While they game and app quite regularly, only one in ten women have actually used “real” money to purchase virtual currency; of that, 85 percent have spent under $100 in their gaming and aping activities – ever
  • Of women who have signed up for branded offers to get more virtual currency, 67 percent found the offer useful
  • 37 percent of those women chose the branded offers based on “content”; 17 percent went for offers with free products or services

“Applications and games are quickly becoming part of everyone’s daily lives,” said Ian Johnson, Director, Social Media World Forum. “This provides a terrific opportunity for brands to serve as a trusted, valued partner to them. By having a presence in the game and app space, brands get the benefit of reaching an influential consumer set. With the support of brands, advance in games and apps and we’re finding also get information from brands they value.”

 

Challenge: Define Casual

Tuesday, June 23rd, 2009

Casual gaming, and it’s associated casual gamers have been getting quite a decent amount of press lately, and industry reports have the genre skyrocketing.  And while I’m certainly all for the rise of anything games, there’s one thing that’s been on my mind for a while now; who exactly are casual gamers?

An excerpt from the Wikipedia definition of a casual gamer reads,

“Casual gamer is a loosely defined term used to describe a type of video game player whose time or interest in playing games is limited compared with a hardcore gamer. Casual gamers can conceivably consist of any people who show more than a passing interest in video games, therefore it is difficult to categorize them as a group. For this reason, games which attempt to appeal to the casual player tend to strive for simple rules and ease of game play, the goal being to present a pick-up-and-play experience that people from any age group or skill level could enjoy.”

The key phrase in this entire passage is “difficult to categorize them as a group.”  This got me to thinking about just who casual gamers really are?  Does this mean, if I’m not a hardcore gamer that I’m a casual gamer?  Do I have to be hardcore to not be casual?  Or rather, is ‘casual gamer’ now a generic industry term for those that do not spend an average of 5+ hours per day wading through their favorite title?  And furthermore, what ever happened to just ‘gamer’?

If the term casual gamer has entered the gamescape vernacular as a blanket term covering all non-hardcore gamers, isn’t that just too broad a market to lump into one basket?

For example, let’s take one certain friend, we’ll call him Tim, who’s in his late 50’s and an avid golfer.  By Tim’s admission, he says that he has in fact played video games in the past, testing to make sure that the Atari 2600 he bought his son back in the 1980’s was working correctly on Christmas morning.  Other than that, nadda. After introducing him to wii sports one Saturday afternoon, I couldn’t get Tim off the golf, and naturally, started fearing for all glass objects in the room.  Tim spent about an hour and a half working his way through wii golf, and said that he had a great time.  That was about a year ago.  Having spoken to him just yesterday, he confirms that he hasn’t touched a console, or any other type of game for that matter, since.  Does Tim qualify as a casual gamer?  And yes…he’s on facebook, and no, he’s not playing ‘Pet Society’.

Stepping things up a bit, another friend, let’s call him Steve, does not own a console, but does some gaming on his PC.  I’ve never seen him play one single ‘casual game’, but rather he downloads demos, shareware, or freebies, with the intent of never actually converting to a paying customer.  When asked about free-to-play, browser based games, Steve simply says, “I just want to play a game, and not be bothered playing with other people, it’s just me versus the machine.”

I truly believe the examples of Tim and Steve to be the much larger majority of folks out there.  They may technically be qualified as ‘casual’ gamers, but they’ve never spent a dime on the industry.  And all the while, both the press and industry figures both agree, ‘casual gaming’ is exploding.  If we’re judging the genre as a whole as successful by the revenue numbers alone, isn’t there something to be said for those that may fall into this unclassifiable category ‘casual gamer’, and better yet, how can the industry as a whole address these folks?  If the adulation is coming from a body count alone, then aren’t these numbers, by default, overinflated?  Do ‘one timers’ and ‘never gonna pay’ people count in this category?

I believe if the ‘casual’ gaming industry is to maintain, justify, and further it’s efforts, it’s time that a few of them sit down and take a good look at just who the ‘typical’ casual gaming demographic is, before we’ve added so much broth to the soup that the chicken gets lost somewhere between the carrots and celery.

 

Over 100,000 happy campers worldwide at CampFu

Wednesday, April 29th, 2009

NYC based Rebel Monkey has recently announced that they’ve surpassed the 100,000 registered players mark in their Casual MMO CampFu.  Launched only in February of 2009, clearly CampFu is on to something special, not only attracting, but engaging and retaining users.  Rebel Monkey reports that they have users from every continent except Antarctica, encompassing 110 countries around the globe, with users spending on average over 60 minutes on site both playing games and socializing with other users.

logoNaturally, as will most virtual worlds, CampFu offers users a wide variety of online activities and features including a virtual CampGround, chat, hundreds of virtual goods and avatar costumes, but what truly sets them apart from the crowd is their innovative real-time co-op games.  This co-op gaming experience leads to a natural formation of teams and alliances that carry over outside the games and into the social area, the CampGround.

“CampFu is a fun and fresh online hang-out that is different from anything else out on the market,” said Margaret Wallace, CEO of Rebel Monkey. “Players have really responded to the look of our avatars and that you can actually use your avatars inside of the games in real-time – unlike a lot of online multiplayer sites out there where avatars are usually relegated to the sidelines.”

Another interesting aspect of CampFu is the user demographics.  It’s very difficult to call CampFu a ‘youth’ virtual world, but it’s also not quite a ‘hardcore’ gamer virtual world.  Spanning the masses is one of the keys to CampFu’s success.  Some arrive headed straight to the games, while others simply enjoy the social networking and community aspect of CampFu.  Globally, there are an estimated 231 million casual gamers worldwide, with 180 of them estimated to partake in virtual worlds such as Club Penguin or Habbo Hotel.  Given these numbers, and CampFu’s wide reaching appeal, Rebel Monkey and CampFu stand at a very interesting crossroads that could eventually see them skyrocket to the top of the virtual world scene.

Powered by the company’s own Monkey Wrench multiplayer gaming platform, CCO Nick Fortugno states, “if you want to play as a group with your avatars inside of a real-time casual gaming environment, you are really only going to find that at CampFu.  Expect more kinds of real-time co-op games to come – exploring deeper levels of team play and collaboration.”

Rightly so, Rebel Monkey is doing a bit of celebrating this week, and sharing the love with these 100,000 registered users.  They’ll be launching new parts of the CampFu CampGround, along with a full site re-design.  If that wasn’t enough to keep current and future users coming back for more, Rebel Monkey has also slated a number of new co-op games, social networking features, and avatar and cabin customizations later this spring.

If you’ve not done so already, head on over to CampFu.com and see what’s got over 100,000 registered users entertained and coming back for more.

 

Nexon’s free-to-play FPS Combat Arms reaches two million user milestone

Wednesday, February 18th, 2009

After pioneering the free-to-play space with their runaway hit ‘Maple Story’, it looks like Nexon has done it again with their first first-person-shooter, ‘Combat Arms’.  The company proudly announced yesterday that in just three months they’ve doubled their user base, now hovering at the two million player mark.  The game opened the public doors in October of 2008 in North America.

Citing the game’s intense, frontline, player-versus-player gameplay and exciting customization and community features as a reason for the explosion of Combat Arms on gamers’ radar, VP of Marketing Min Kim says, “Combat Arms really hits the mark with core FPS veterans playing alongside casual gamers.  This latest milestone is further evidence North American gamers want to play high quality, free-to-play games.”

Featuring an extensive range of character personalization, various combat modes, maps and weapons, Combat Arms has already undergone a number of changes and upgrades since reaching the 1M user mark.  In addition to the already added Rattlesnake, Sand Hog, and Waverider maps, Nexon has also chucked in a number of new game modes that offer free-to-play fans even more options.

Given Nexon’s free-to-play/microtransactions business model, ‘The Black Market’ (an interesting moniker choice) serves as the bread and butter of the game.  Nexon says that they’ve seen tremendous success with the in-game item shop, noting that a large number of combatants that are willing to pay for character customizations, thereby enhancing their gaming experience.  Some of the top sellers on The Black Market include the Elite Moderator item, which allows players to set up and host their own fully moderated games (God, is that you?); and mercenaries, alt characters that can be used to play in the place of the players standard character(s).  Naturally, The Black Market can hook your soldier up with a bit of battlefield bling including a number of gold plated assault rifles.  Personally, I’m holding out for a diamond and sapphire encrusted scope.

“With a host of interactive features and modes set in a completely free-to-play environment, Combat Arms is truly a leader in the online first-person-shooter genre and offers a one-of-a-kind gaming experience,” said Herb Yang, managing producer of Combat Arms. “As we celebrate, we are also looking forward to further shaping Combat Arms into a title that sets the tone for a whole generation of online FPS titles.”

While it seems like Combat Arms is indeed ‘king of the hill’ in the free-to-play/microtransaction based first person shooter genre, this news arrives on the same day that EA/DICE’s Battlefield Heroes sent out 4,000 beta keys, and lest we forget about Acony and their upcoming release of Parabellum.  Combat Arms wears the crown and holds court.  For now.  Stay tuned…..

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Ed. note – Thanks for the tweets and emails – Looks like I forgot about Suba Games’ Cross Fire.  More on that tomorrow.

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Free to Play World of Kung Fu partners with MMOsite for Giveaways

Monday, November 17th, 2008

VestGame Entertainment, publisher of free-to-play martial arts MMORPG ‘World of Kung Fu’, has recently announced a partnership with MMOsite to host a giveaway of valuable items from the WoKF item mall.

Coincidentally riding on the heels of Nexon’s 7-Eleven announcement (bad timing?), VestGame Entertaintainment is partnering up with popular gaming portal MMOsite.com and will be giving away a ton of new in-game items (read: WotLK just came out – where did everyone go?).

World of Kung Fu has approximately 250,000 registered users that adventure and explore the 3D virtual world of ancient China.  The game takes place in a fantasy land steeped in ancient Kung Fu morals of justice and heroism.  Both hard core and casual gamers are enveloped in Chinese Kung Fu philosophy, grasshopper, with graphics inspired by landscapes and open countryside settings portrayed in traditional Chinese artwork.

Players visiting MMOsite.com can take advantage of these free, in-game promos by visiting the contest section of MMOsite.  Items to be given away include:

  1. Gallant Steed – Fast moving white horse. Lasts 7 days.
  2. Novice Tai Yi Pill – Ancient medicine that restores 50,000 Hit Points.
  3. Wooden Waist Pendant – Nice accoutrement. HP +20.
  4. Small Experience Charm (5) – Gain 120% experience for 1 hour.
  5. Deepfried Steamed Bun (5) – Restores 150 HP over 15 seconds.
  6. Novice Lion Toy (5) – Enables player to revive at current location.

“We are happy to see so many new players in World of Kung Fu, and would like to take this opportunity to show our appreciation for their support”, says Zhenghua Zhuang, Head of North American Operations at VestGame.

“MMOsite was chosen to host this event because of their long standing support of World of Kung Fu as well as for their credibility in the MMORPG community”, he added.

I gave World of Kung Fu a whirl over the weekend, and while my comments above regarding Lich King is out – where did everyone go? are meant as a slight jab to the MMO community in general for all of a sudden grinding back to life, I found WoKF quite enjoyable.  Granted, there wasn’t the massive server population as experienced in WoW, which actually made the game quiet nice.  The scenery and graphics are well executed, and the storyline is pretty interesting.  Would I make this my main go-to M-F?  Probably not – but at a free-to-play price, and now including free goodie bags, it might be enough to get me started on an alternate project while I’m waiting 45+ minutes to log onto a WoW server just to see what all the excitement is about.

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There’s room for both Micro-transactions and subscriptions

Sunday, August 10th, 2008

Micro transactions vs. subscriptions continues to be a hot topic of debate in not only the MMO world, but RTS and FPS fans love to weigh in as well.  While certain types and profiles of gamers my prefer one method above the other, it has become quite clear over the past few years that micro transaction based titles aren’t going anywhere soon.  As the ‘standard’ style of play in most Asian markets, the free to play concept originated in Korea with Nexon’s titles first offering players (all players) a chance to play, with available upgrades at a small cost.

While there are a number of offerings that micro transaction titles can offer; casual gamers can play whenever they want, and not be bound to a ‘time based’ subscription, players may choose to upgrade their equipment at a small cost if they so choose, games are not pirated.

Derrick Schommer of Gaming Podcast recently published an article with similar thoughts.  Highlights of Derrick’s thoughts include:

The micro-transaction concept could still help pay for all the overhead of running an online gaming business because gamers tend to be over-enthusiastic about their great addictive games. If you build a game with excellent content, replay value and strive for a community atmosphere a micro-transaction title can work just as well as a subscription based game.

One beautiful aspect to micro-transaction models is paying for content when you’re willing to pay. This includes cosmetic character alterations, basic needs items (health potions) and other products to enhance the playability of the game without requiring the gamer to do so. There will be some gamers that use this as a “free ride” and never buy anything while other gamers spend way too much because they have expendable income which helps balance out costs.

The trick to a micro-transaction game balance is allowing players to enhance their experience without taking away or crippling their game to force a micro-transaction. You do not need a “fire enchantment” which causes a bit more damage and looks really cool, but it can make your character look more sinister and provide slight benefits to battle.

Wouldn’t this make the rich more powerful than those without a lot of cash? It might might them moderately more powerful and definitely more pretty to look at, but it also allows players who would never be able to experience any of the game a chance to play. In some ways, the level ground is already broken in MMO’s like World of Warcraft based purely on game experience… a player who’s been playing for three years and has a level 70 character will dominate a person with casual gaming habits. Nothing in the world is fair, at least this gives lower level characters a chance to spend some cash to get their character on par when they’ve not got time to work through the game with hours of time investments.

Couldn’t have said it any better myself.  Read the rest of Derrick’s article at gamingpodcast.net.

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Splitscreen Studios previews free to play ‘Pirate Galaxy’

Monday, July 14th, 2008

German game developer Splitscreen Studios recently previewed a promising new title ‘Pirate Galaxy’.  The space combat game is set in the distant future where players battle to break free from the tyranny of ruthless alien oppressors.

Splitscreen is focusing on two major factors with this title.  The first featuring “breakthrough 3D graphics with astonishing visual effects that push the envelope in the browser based games segment”, and the second, a low to no barrier for entry for casual gamers.

According to Splitscreen, “You start with a modestly equipped spaceship, fighting to collect valuable crystals that you can use to upgrade, repair and customize your ship. Explore far away worlds as your ship becomes more robust and powerful. While the game is completely free to play, certain upgrades to your ship can be voluntarily purchased through the game’s integrated shop system.”

Pirate Galaxy heralds another development in lowering the barrier to entry by offering a free to play entry model, while offering players micro transaction options to upgrade their gaming experience.  On the technology side, Splitscreen keeps the experience high, while meeting a broad base of playbility.  “The advanced DirectX-based rendering engine supports all common graphics cards, dynamically adapting the graphical level of detail to the capacities of the computer that the game runs on. This ensures an optimal playing experience even on less powerful PCs.”

Pirate Galaxy is currently under development and scheduled for release later this year.  More info available at www.pirategalaxy.com.

Splitscreen Studios GmbH is a full-service game development company based in Hamburg, Germany. The company was founded in 2007 by former key employees of Bigpoint, Europe’s leading browser game publisher.