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Blogs

  Social Gamers are Gamblers
by Betable Blog on 01/11/12 01:00:00 pm   Expert Blogs   Featured Blogs
6 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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Woman Playing Slot Machine in Casino

It almost seems like overnight, social gaming became a $2 billion industry with hundreds of millions of players worldwide. As we mentioned in our blog post, Exposing Social Gaming’s Hidden Lever, social gaming leverages the same game mechanics and psychological cues as slot machines to hook players. To us, it was no surprise when we found that social gaming is popular with the same demographics as slot machines.

 

Take a look at the audience that modern social games attracts. Much of the gigantic player base that the most popular social games has acquired was gained from demographics far outside the typical video gamer. An InsideNetwork study concluded that on average, almost 70% of social gamers were female:

average social game player gender distribution

This flies in the face of the typical “gamer”, but it’s quite similar to the typical slot machine player. Among women polled in a Harrah’s survey, 81% of women favored slots and electronic gaming. This shows that while women are not necessarily the majority of gamblers, when they do gamble they prefer slot machines. The correlation becomes even more apparent when you see social gaming’s demographics by age:

average social game player age demographics

While the sample size is limited in this study, the data paints a convincing picture: both Social City and FrontierVille see half of their player base come from players aged 26-45. More data was released supporting these findings when GigaOm reported that the average social gamer is a 43 year old woman. When you compare this with slot machine players surveyed in a University of Waterloo study, whose average age was found to be 39-45 years old, you see a clear overlap between slot machine players and social game players.

Before social gaming, women young and old were a relatively untapped gaming market, and one that had both time and money to spend on games that could capture their interest. Once they realized the potential opportunity, Zynga and other social game companies openly pursued this new market, with Zynga’s chief game designer Brian Reynolds’ stated goal being to make “mass-market entertainment everyone can play”. Reinforcing these demographic trends is the fact that female focused games like It Girl have become massive successes.

It Girl employs gambling mechanics

Social gaming’s use of gambling mechanics to engage and retain users also helped unlock a massive new market of female players. It’s no surprise to us that these mechanics are effective with a similar group of users across different industries. And with women now playing more mobile games than men, we expect these mechanics to cross over as countless game companies try to recreate social gaming’s success on mobile.

But why do social game companies use gambling mechanics? Short answer: they work. Over 60 percent of social gamers say that they play for over half an hour at a time, and 28 percent of them have purchased virtual currency with real-world currency. However, this means that 72 percent of social game players have never purchased virtual currency.

virtual currency has no cash value

This is no surprise: unlike in a slot machine, when users purchase virtual currency they know that they are never getting their money out. While social gaming’s $2 billion market is nothing to scoff at, slot machines nationwide pull down $1 billion a day. Could more of those 72 percent never-purchasers  be converted into paying customers if they had a chance to win cash playing their favorite games?

This is why real-money play is such a great fit for social games. The social gaming market has the same demographics as slot machine players, and over 50% of social game players are outside of the US. This would be a win-win for social game companies and their players: social game companies could leverage their existing games and player base, while players would get the option to win cash when playing their favorite games. Real-money play is a compelling opportunity to innovate in the social game space in a way that boosts revenues. Social game companies should take note.

 
 
Comments

A W
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Very informational. This gives me good insight into the lure of social gaming.

Tadhg Kelly
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They're not gamblers.



Rather, social games and gambling games both belong to a larger lens of games, which is behaviourism. They share some commonalities in that they are experient and often reward driven, but social games on the whole have much more agency.



The social game player is playing to create something (a house, restaurant, farm, monster island, pet, whatever) by jumping through hoops for rewards that allow them to do that. However the gambling player is purely motivated by extrinsic prizes. Gambling games are typically of low agency (roulette, slots, lotteries) and the only objective is to walk away with more chips than you brought.



There is a gender correlation between the two, but you're making it sound as though women only play behaviourist games, which I don't buy.

Betable Blog
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Hey Tadhg, thanks for the reply. In response to your first point, I think social games and gambling share many similarities in structure of core gameplay mechanics (I wrote about this at length here: http://blog.betable.com/exposing-social-gamings-hidden-lever/).



I agree that social games have more agency and I believe this is out of necessity. Without the ability to win real money (which I'm sure is a big driver of engagement in slot machines), social games need that extra motivation to keep players interested in their games. Roger Dickey gave a great talk about game monetization that covered a lot of the ways that social games retain and monetize players (you can see the video at http://vimeo.com/32161327).



I didn't mean to imply that women only play gambling or behaviourist games, but honestly you're not the first person to mention that this article was alluding to that. The fault was in my writing. A commenter on AltDevBlogADay made a good point on this topic: female *gamblers* prefer slot machines, but that doesn't mean that female gamers prefer slot machines.

Nicholas Lovell
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Hmm. Women play social games. Women like flowers. If only you could make a game where you gave women flowers, there'd be a billion dollar opportunity here for you.



I think that you are stretching correlation to the limit in this piece.

Kris Havlak
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Tyler,



I like your theory that social gamers and slot machine gamers enjoy similar mechanics. However, I was disappointed not to find any data to back this up. Just because most women gamblers enjoy slot machines and most social gamers are women does not mean there is necessarily any overlap between the two groups.



Now, if you could find a study that says that 75% of social gamers also enjoy slot machines (or the like), that would add some veracity to your thesis.



-Kris

Betable Blog
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Kris,



Alas, if the data existed (or was public), I would absolutely use it. Unfortunately, gambling and social game companies are both quite tight-lipped about their player demographics, so I was working with limited data.



I'd love to see a study involving social game players and slot machines. Maybe I should do one :)



Tyler


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