Gaming: Blurring Lines Between Casual and Hardcore

Preview:

DESCRIPTION

Casual and hardcore games...are they really two separate markets? Or simply two outdated ways of siloing gamers? This also contains some really great heatmaps showing the type of games people are talking about on Twitter.

Citation preview

Emerging Trends in Gameplay:The Blurring Lines Between Casual and HardcoreJon Radoff, CEO, GamerDNAGDC Austin 2009

GamerDNA © 2008 3

Agenda

What is changingabout players?

What is anonline game?

Are there betterways to

Segment audiences?

Casual vs.Hardcore?

GamerDNA © 2008 4

historyquizzes

stories

GamerDNA © 2008 5

Gamer Stereotypes of the past…

GamerDNA © 2008 6

Games are not a media category.

Games are played by everyone!

GamerDNA © 2008 7

GamerDNA © 2008 8

GamerDNA © 2008 9

GamerDNA © 2008 10

OF TEENAGERSPLAY GAMES97%

GamerDNA © 2008 11

Couplesplay

games

GamerDNA © 2008 12

Familiesplay

games

GamerDNA © 2008 13

People of all ages

play games

GamerDNA © 2008 14

What Twitter can tell us about gamers

Almost 1 million tweets/month tracked by TweetMyGaming about games

GamerDNA © 2008 15

Heatmap of Game Twitter Conversations

GamerDNA © 2008 16

Rock Band overwhelming game conversations 9/9/09 – at Wow’s expense

GamerDNA © 2008 17

Casual gamesvs.

(Hard)core games

GamerDNA © 2008 18

Casual gamesvs.

(Hard)core games(AKA, The Most Stupid Dichotomy Ever Created in the Game Industry)

GamerDNA © 2008 19

A core game from 1978

A “casual” Flash game from 2009

GamerDNA © 2008 20

What are better ways of categorizing the market?

GamerDNA © 2008 21

What is an online game?

GamerDNA © 2008 22

World of Warcraft

GamerDNA © 2008 23

Madden NFL 09World of Warcraft

GamerDNA © 2008 24

Guitar Hero IIIMadden NFL 09

GamerDNA © 2008 25

Web-based, easy-to-play, collectibleDuels, Warstorm, Planet Storm

Browser based Strategy GameIn May 2009, the Travian website is more popular than the World of Warcraft website (430 vs. 540 on Alexa)

Web-based and iPhone30 million daily active players in Sept 2009

GamerDNA © 2008 26

Social gamers vs. Experience Gamers

GamerDNA © 2008 27

GamerDNA © 2008 28

But it isn’t just guilds – games with any social components are more

successful

GamerDNA © 2008 29

GamerDNA © 2008 30

Daily Players of Rock Band vs. GH3

Rock Band vs. Guitar Hero 3

Why did Rock Band command high daily attention levels?

Q:

GamerDNA © 2008 31

Grand Theft Auto IVDaily attention from launch day

GamerDNA © 2008 32

Call of Duty IVDaily attention from launch day

GamerDNA © 2008 33

GamerDNA © 2008 35

Segmentation based on thematic (rather than

gameplay-type) genres

GamerDNA © 2008 36

Bioshock – What are they also playing?

GamerDNA © 2008 37

Every game has its own distinct segmentation

GamerDNA © 2008 38

“Heroic” Map Pack - 42% Increase

GTA IV Released - 59% Drop

“Legendary” Map Pack – 46% Increase

“Bungie Day” Free Map - 65% Increase Title Update – 95%

Increase

“Mythic” Map Pack – 62% Increase

Concurrent Halo 3 Players

GamerDNA © 2008 39

Halo 3 Audience Segmentation

Initial Market

Genre Loyal

Brand Loyal

Initial Market

Genre Loyal

Brand Loyal

GamerDNA © 2008 42

Competitive Set Analysis

GamerDNA © 2008 43

Top 10 other games played by World of Warcraft Players

GamerDNA © 2008 44

Top 8 Games played by MMO Players

GamerDNA © 2008 45

Since 5/31, 7.6% weekly compound growth in tweets about games

GamerDNA © 2008 46

Conclusions

Larger, more diverse audience than ever

The definition of “online game” has evolved

Don’t get caught in “casual vs. hardcore”

More helpful segmentations: social vs. less social players, thematic tastes, brand-loyal vs. genre-loyal, competitive sets

GamerDNA © 2008 47

Thanks!

Jon Radoff, CEO, GamerDNA

jradoff@gamerdna.comGamerDNA: tarinth.gamerdna.comTwitter: jradoff