Upload
jon-radoff
View
5.817
Download
1
Embed Size (px)
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 Or simply two outdated ways of siloing gamers?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
[email protected]: tarinth.gamerdna.comTwitter: jradoff