
From
Casual to Core: A Statistical Mechanism for Studying Gamer Dedication By
Barry Ip and Ernest Adams
By
Gamasutra
June
5, 2002
URL: http://www.gamasutra.com/features/20020605/ip_01.htm
With the increasing
popularity of interactive entertainment and its acceptance as a form of popular
culture, the average gamer is no longer a stereotypical geek and obsessive hobbyist.
If the game industry is to further broaden gaming's appeal to mass-market audiences,
it must learn to fulfil its customers' desires, but there is still a great deal
of uncertainty about who they are and what they want. Unfortunately, the industry
does little formal market research. Publishers tend to rely on focus groups,
warranty-card returns, and Internet gossip to understand the state of the market.
These mechanisms have the advantage of being inexpensive, but all are compromised
by the fact that their participants are self-selected and almost certainly atypical
consumers. Focus groups and Internet messages also represent extremely small
samples on which to base important decisions, and much of their content consists
of unquantified observations. In his eight years of employment at Electronic
Arts, Ernest Adams never saw a single document offering a quantitative statistical
analysis, backed up by a properly-conducted poll, of the state of the market.
Notably highlighted by Erest Adams' Designers Notebook entry "Casual vs. Core" and Scott Kim's GDC 2001 presentation "Designing Web Games that Make Business Sense", professionals in the game industry tend to think of gamers as falling into one of two categories -- the hardcore and the casual. The characteristics that define these categories are usually vague and based on intuition and personal experience. We often hear the terms hardcore (also referred to as core, or traditional, gamers) and casual (mainstream, mass-market, and occasional gamers) being used freely by journalists, reviewers, and various gaming-related media, while failing to define precisely what it means to be one or the other. In this article, using a combination of relevant discussions and certain principles of consumer classification from academia, we shall propose a method for statistically distinguishing between different categories of gamer according to quantifiable criteria. Studies of consumer behaviour widely acknowledge the concept of consumer segmentation, and the importance of accurately targeting different types of customer. Consequently, knowing the preferences and idiosyncrasies of the most important entity in the industry -- the gamer -- takes us halfway towards the goal of total customer satisfaction.
Gamers can be described by a nearly infinite number of characteristics. Following the suggestions of Adams and Kim, we propose 15 variables that we believe are key to distinguishing between the hardcore and the casual gamer, and ways of measuring each for a given player. Once these data are gathered, they may be weighted to obtain a single numeric score, which determines the extent to which the player is a "core" or a "casual" gamer -- a value that we call gamer dedication.
The 15 Factors
of Classification
Hardcore gamers are clearly different from casual gamers, and the characteristics
of hardcore and casual gamers will also be different from those who are generally
uninterested in interactive entertainment. Therefore, understanding the opposing
ends of the spectrum, and the space in-between, with regard to consumer preference,
opinion, knowledge and behaviour, is critical for the purpose of establishing
any sort of gamer classification. Taking the characteristics mentioned by Adams
(2000) and Kim (2001), as well as introducing a few of our own, the following
discussion of The 15 Factors of Classification takes into account the most pertinent
factors associated with the distinction between the different types of gamer.
| Hardcore gamers are: (taken from Kim) |
| 1. Technologically savvy |
| 2. Have the latest high-end computers/consoles |
| 3. Willingness to pay (also supported by Adams) |
| 4. Prefer violent/action games |
| 5. Prefer games that have depth and complexity |
| 6. Play games over many long sessions (also supported by Adams) |
| Hardcore gamers: (taken from Adams) |
| 7. Hunger for gaming-related information |
| 8. Discuss games with friends/bulletin boards |
| 9. Play for the exhilaration of defeating (or completing) the game |
| 10. Much more tolerant of frustration |
| 11. Engaged in competition with himself, the game, and other players |
| Other: |
| 12. Age at which first started playing games |
| 13. Comparative knowledge of the industry |
| 14. Indications of early adoption behaviour |
| 15. Desire to modify or extend games in a creative way. |
Table 1: The 15 Factors (not in any particular order)
Discussion
In each case we suggest a method for measuring these characteristics quantitatively.
Weightings
Clearly, some of the factors mentioned above are more important than others.
For example, a factor such as "play over long sessions frequently"
is more important, than say, "prefer games that have depth and complexity."
The latter is merely an individual preference with regard to the design of the
game, and not the degree to which gaming is pursued as a hobby. In order to
take into account this varying degree of importance, weightings should be attached
to each factor during classification (where higher weights indicate greater
relative importance). Moreover, in applying the classification procedure, weightings
can be determined arbitrarily according to the importance the marketer perceives
them to hold for his own purposes. Table 2 below shows the 15 Factors and their
corresponding weightings according to our interpretation of their degree of
importance.
| Factor |
Weighting
|
| 1. Play games over many long sessions |
10
|
| 2. Discuss games with friends/bulletin boards |
10
|
| 3. Comparative knowledge of the industry |
10
|
| 4. Much more tolerant of frustration |
9
|
| 5. Indications of early adoption behaviour |
9
|
| 6. Desire to modify or extend games in a creative way |
8
|
| 7. Technologically savvy |
7
|
| 8. Have the latest high-end computers/consoles |
7
|
| 9. Play for the exhilaration of defeating (or completing) the game |
7
|
| 10. Hunger for gaming-related information |
6
|
| 11. Engaged in competition with himself, the game, and other players |
6
|
| 12. Willingness to pay |
5
|
| 13. Prefer games that have depth and complexity |
3
|
| 14. Time started playing games relative to the age of the industry |
2
|
| 15. Prefer violent/action games |
1
|
Table
2: The 15 Factors of Classification and associated weightings
(ranked according to weight)
Calculating Gamer
Dedication
Application of the 15 factors requires the use of measurement scales with which
to record the responses given by the subjects. There are many varieties of measurement
scales, each with their own unique advantages and disadvantages, and varying
levels of complexity. For this example, we have decided to assume that the raw
data for each factor will be normalized to a scale of 1 to 5. This corresponds
to the familiar Likert scale, widely used in questionnaire and survey experiments,
in which subjects are asked whether they "strongly disagree," "disagree,"
"neither disagree or agree," "agree," or "strongly
agree" with a series of statements.
Suppose that gamer X provided the following normalized data for the 15 factors:
| Factor |
Weighting
|
Normalized
Data
|
| 1. Play games over many long sessions |
10
|
3
|
| 2. Discuss games with friends/bulletin boards |
10
|
4
|
| 3. Comparative knowledge of the industry |
10
|
4
|
| 4. Much more tolerant of frustration |
9
|
5
|
| 5. Indications of early adoption behaviour |
9
|
4
|
| 6. Desire to modify or extend games in a creative way |
8
|
5
|
| 7. Technologically savvy |
7
|
3
|
| 8. Have the latest high-end computers/consoles |
7
|
4
|
| 9. Play for the exhilaration of defeating (or completing) the game |
7
|
2
|
| 10. Hunger for gaming-related information |
6
|
3
|
| 11. Engaged in competition with himself, the game, and other players |
6
|
2
|
| 12. Willingness to pay |
5
|
3
|
| 13. Prefer games that have depth and complexity |
3
|
2
|
| 14. Time started playing games relative to the age of the industry |
2
|
2
|
| 15. Prefer violent/action games |
1
|
1
|
Table 3: Data obtained from gamer X
From the above information, the overall gamer-dedication score (GD) can be calculated as:

Where n=15; s = self-ranked score; and w = weight
GD for gamer X
is therefore:

Interpretation
As mentioned earlier, the weighting attached to each factor is arbitrary depending
on the person using them. However, further research (such as an extensive survey
or poll to obtain the views of industry experts or gamers themselves) could
be conducted in order to establish standardised weightings. From these, one
can easily obtain measures from individuals regarding their overall attitude
towards gaming. It is reasonable to assume that the higher the overall score,
the stronger the evidence for classifying a person as a hardcore gamer and vice
versa. However, the most teasing concern remains to be one of delicate and accurate
interpretation of overall scores, particularly those which are neither leaning
towards the casual or hardcore segment. In the absence of actual data, we hypothesize
the existence of five possible categories that a person can potentially fit
into based on their score. Diagram 1 below illustrates this.
![]() |
|
Figure
1: adapting overall gamer-dedication scores obtained using the 15 Factors
of Classification into customer segments:
|
Ultra casual or non-gamers. A person obtaining a low score from the 15 Factors of Classification could be a casual gamer or even a non-gamer. "Ultra casual" gamers have great potential for further exploitation; they have clearly demonstrated at least some interest in gaming. However, much needs to be done to determine the factors that turn the "ultra casual" into the "casual". Gamers included in this category, could, in theory, incorporate any section of the demographic ranging from 8 year-olds to old-age pensioners. As long as the person has some kind of experience with games or interest in them, he or she is likely to be a potential customer. Non-gamers may or may not be potential customers; it depends on whether the reason that they don't play at the moment is a total disinterest and rejection of games, or a lack of information and opportunities to play. Further survey questions could distinguish between these groups, and those subjects who do not and will not ever play should be eliminated from the dataset.
Casual. With a higher score than the above category, but lower than that of the preceding ones, casual gamers show a mild response to the 15 Factors. Casual gamers are not ignorant or indifferent about games, but simply show a reserved level of interest.
Transitional/moderate. Not to be confused with other categories, the "transitional/moderate" segment is used to describe those who obtained a relatively neutral score. There are potentially two types of gamer who reside in this category. "Moderate" gamers would generally have greater knowledge and experience of games than the preceding categories, but don't necessarily have the latest games or keep up with news about the game industry itself. The term "transitional" is used here to describe gamers who obtained a relatively neutral score because their habits are in transition from the "casual" to the "hardcore" segment, or vice versa.
Hardcore. Those with consistent scores for all 15 factors show a strong indication of being a hardcore gamer. These gamers are likely to possess greater gaming-related knowledge and experience, as well as spending considerably more time and resources on games than the preceding categories.
Ultra hardcore (obsessive). Few gamers fall into this category. However, those who do are likely to take the hobby of gaming very seriously, and devote significant resources to it - even more so than "hardcore" gamers.
The proportions of each of the gamer-segments shown in Figure 1 are merely estimates. The real significance of the diagram is that it demonstrates that gamer dedication is a continuum, not a dichotomy. We think it likely that there are five useful categories of gamer, though an actual poll may reveal more or fewer in the form of peaks in the graph. It seems probable that the categories of "ultra casual" and "casual" comprise the largest population of gamers, as compared to "transitional/moderate", "hardcore" and "ultra hardcore" gamers.
Clearly, more work is required in several areas:
Once these steps have been taken, much research needs to be done in order to establish the probability of gamers migrating from one segment to another, and the causal factors leading to such behaviour. Whether or not the five consumer-segments we have proposed really exist, we are confident that certain patterns will emerge from a proper study - ultimately exemplifying the variation in consumer tastes and attitudes towards interactive entertainment.
Conclusions
In this article, we have discussed the key differences that exist between different
types of gamer. The 15 Factors of Classification takes these factors into account,
and offers a way to empirically categorise various types of gamer, and highlights
the areas requiring further research. We hope that we have successfully expanded
on some of the issues regarding the customer, and reasons why the concept of
customer segmentation is a useful exercise. While many unanswered questions
still exist, we can at least begin to take the first steps towards knowing and
understanding our customers on a proper statistical basis rather than through
anecdotal evidence, hunches, and personal experience. As new generations of
hardware heighten customer expectations to new levels, it becomes imperative
that we develop games that satisfy their expectations. Formally identifying
the various categories of gamer will help us to develop games that do so.
Ultimately, the
prosperity of the industry depends on our ability to meet the desires of as
many of our customers as possible. In the future, customers might voice their
likes and dislikes, and games can be tailored according to their wishes. In
an increasingly heterogeneous marketplace, customisation may be a key to customer
satisfaction. Mass-customisation is not a viable option for the industry, but
in a diversifying market, we should not rely on a one-size fits-all mentality.
While licences, sequels, and the me-too approach may attract the "ultra
casual", "casual", and possibly even "transitional/moderate"
gamers, the emphasis on producing truly captivating content to satisfy the "hardcore"
and "ultra hardcore" must remain. And, bearing in mind that there
is no evidence to suggest that the degree of customer importance is proportional
to the number of gamers in each of the respective categories, great care needs
to be placed on deciding what games are developed, and if they are aimed at
the right categories of customer. With development costs rising, we can ill
afford to disappoint customers through a poor understanding of the market, and
given the amount of talent and resources in the industry, there is absolutely
no reason why this should be the case.
References
Copyright © 2003 CMP Media Inc. All rights reserved.