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Study: Word Of Mouth Biggest Influencer In Game Purchases
by Leigh Alexander [PC, Console/PC]
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December 17, 2009
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Word of mouth is the biggest influencer for consumers wondering what video game to buy, says a new survey released by PR firm Waggener Edstrom.
The opinion of friends is three times as likely to influence game purchases as traditional forms of advertising and promotion, the survey of 507 gamers said. Further, friends are twice as likely as family members to influence purchasers.
The study also identifies a segment of the audience it calls "Influence Multipliers" -- 21 percent of gamers who have an "inordinate impact" on the purchasing decisions of others. These "Influence Multipliers" are longtime gamers, heavily-networked community members, and go-to people on purchase decisions.
"Compared to all video gamers, Influence Multipliers are a hyperinfluential subset of friends who are also far more connected to other gamers," explains Waggener Edstrom analytics senior VP Dan Gallagher. "As a result, Influence Multipliers have an outsized network influence effect on their gaming colleagues."
Retail, online demos, reviews and advertising and promotion follow word of mouth as the most important factors influencing game-buying, in that order.
This backs another, similar study by Cowen Group that found word of mouth triumphed over game reviews and promotional initiatives in terms of influence.
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Does Retail mean they just happened to find it on a shelf? or that they could find it on the shelves when they were already looking for it?
Nice to see online demo's on there. I definitely use that for determining what I will and won't buy, or at least help prioritize out the list of what is next up to play.
Or does it include unsolicited comments by random people on game-specific discussion forums?
I ask because while I do tend to trust the advice of gamers I know personally, I'm also inclined to consider seriously the comments I read on a discussion forum about a game.
That doesn't mean I uncritically accept everything that anyone says, or that I'm just counting up "love it" vs. "hate it" numbers. It means that if I read a lot of thoughtful comments that tend to come down positively or negatively about some game, I'm liable to give those comments considerable weight.
If these two information sources -- discussion forum comments versus in-person comments from friends -- aren't broken out separately, the results might be interesting if they were.
No MW2 for me, even though all my friends have it,
I'd rather have Demon's Souls and other such Dark Horses.
Also, even if word of mouth is ultimately the most important factor for many people, at some level there are people who decided to try a game out for another reason - advertising or reviews, most likely - and those people are extremely important to developers, because without them the game would never reach the point where word of mouth matterred. Ultimately, word of mouth can't happen unless people find out about something to begin with, and in that sense things like reviews and advertisements are indispensible.
So what does that imply about the "hit" level of success that games like World of Warcraft or Call of Duty: Modern Warfare 2 have enjoyed?
I've had a theory for a while now that neither gameplay features nor polish nor relatively low system requirements are sufficient to explain WoW's unique success, but that -- like most hits -- WoW is popular simply because it came to be perceived as popular. That lightning might have struck any game that accomplished the basics as well as WoW did; it merely happened to have hit Blizzard's game. The same applies to CoD:MW2.
If that's basically true, then the lesson for game designers is that you can't expect to replicate the hit effect for your own product by copying features of a hit product. Your game will not become massively popular because you copied this or that gameplay mechanic from WoW or CoD:MW2, any more than novelists can expect to become the next J.K. Rowling or Dan Brown because they write about wizard schools or religious mysteries.
If there's any formula for achieving massive levels of popularity, I suspect it might be something like this: keep it simple enough for the masses to understand it, make it big/long to give the appearance of depth, have one "hook" that allows people to quickly describe it to friends, have one minor news-worthy controversy about its content that brings it to the attention of the general population... and then cross your fingers and hope that people start talking about it.
Perhaps we could call it the "mass effect"....