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"Casual + Advertising = Nirvana?"

2 Comments -

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Blogger superben9 said...

the only problem I see with your notion that premium games should be able to charge a premium is that the market is not there. The current marketing data about those that play casual games are 30 -45 year old women. I have parents and grandparents who play these games but we never consider buying a game or consider themselves gamers. So by charging a premium you are trying to attract a different market than is currently within you space. (I also don't believe the data because more people are playing casual games than actually be reported.) One way to get people to play your game would be to make better games but if your games are too good and require too much involvement then you're crossing genres. I think you have to find a more compelling reason for people to play casual games other than to waste time at work. I think the future will show casual games moving into a different space entirely such as an advertising and marketing tool. Such as a promotion where people can play a game at 10am everyday and the highest ten scores gets a a free lunch at the local diner but the coupon is only good for 2 days. Can you imagine the traffic that a site like that would generate and more so can you imagine the business that the restaurant would generate. I'd go to the restaurant just to see who beat me. I think as more and more people learn how to make casual games and more people are playing casual games then we will see the need for casual games just like we see a need for webpages.

January 3, 2008 at 4:27 PM

Blogger Russell Carroll said...

I'm not sure I understand your statement "that the market is not there."

As a company that has developed our own PC games and developed and distributed other games, I would be hard pressed to say that there isn't a market. The top Casual Games sell in the hundreds of thousands of units with several titles topping a million units each year. Taken by any standard, that's very viable market, but again I may not be understanding what you mean.

It's true that the demographic is very spread out, but then again so are the sales. A large number of the purchases made are from the over 40 crowd and the over 65 crowd. I haven't seen any data that suggested that the older players aren't buying, in fact I've seen some data suggest that they are essentially the only people who ARE buying.

In response to the daily game thought, it's definitely interesting. I believe that the older crowd is less viral online than the younger crowd, and that they visit a smaller more controlled set of websites with less exploration. Based on those thoughts, advertising based gaming may not be the right approach for them in that regard, but it might gain some viral impact among older game players.

Interesting thoughts though, thanks for the comment.

January 4, 2008 at 2:12 PM

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