iGaming Business magazine Mobile Gaming Outlook 2017 | Page 4

Mobile Gaming Outlook 2017 GAMIFICATION IS THE TOOL OF THE FUTURE Esports has some important lessons for igaming operators when it comes to engaging the younger demographic, argues Christian Hellman, sales director at Tain. The advent of esports has some important lessons for the online gambling industry and how it should be looking at what it does to engage with the younger demographic. About a year ago on a visit to Malmo I took in an esports tournament and I was somewhat taken aback by what I saw. The stadium had attracted a crowd much bigger than many football matches in Sweden – and younger. The enthusiasm for the games was palpable, as was the degree to which the spectators wanted to emulate the players of the games. Whether it is League of Legends, Counter Strike or DOTA 2, it is clear that this new video gaming generation – the Millennial generation if you like – is one which has grown up with technology. Whether it is esports or social gaming - which similarly attracts large proportions of the same demographic - these consumers are instinctively gamers. They want to be entertained and engaged by their pastimes, they like games with a skill factor, and they want all this on a mobile device. If the gambling sector is to attract these consumers, it too needs to be thinking about what it is offering these players. What does gambling need to be doing to make its product attractive for this up-and-coming demographic? There are no easy answers to these questions. Previously, the online gaming experience was all about slots and the quality of gameplay. Similarly with table games and sports betting. But more is now needed. Gambling operators need to be working on their offerings, providing users with clear, precise and intriguing offerings – and they need to do this within the limited real estate offered by the mobile phone. This is a UX challenge and an expert balance needs to be struck between making the screen too busy and complicated, and simplifying to the point that the experience becomes boring for players. There needs to be a clear player learning curve that is attractive to every player regardless of skill-game ability. I believe the elements that need to be considered are as follows: • Rewards • Engagement • Badges and accomplishments • S  ocial sharing including closed-friend networks • Forums to showcase achievements I also believe the new mobile-driven audience differs from previous customer demographics. Classically, operators would find it difficult to achieve cross-sell of hard-core sports betting customers into casino and vice versa. But the new audience is more fluid and are less hemmed in by previous genre definitions. The esports customer might not play a traditional slot but they might be attracted by a game with a skill-based element or by instant, five-minute sports betting markets. Gamification in both instances works as a bridge from other areas of entertainment and encourages gambling operators and providers to think about moving away from previously rigid product splits. Elements of the Millennial audience are already with us, particularly in sports. There are a handful of operators doing some interesting things and this is a huge market to tap into. 52 | iGamingBusiness | Issue 106 | September/October 2017 We need to attract the esports gamers and the social gamers and to tap into their enthusiasm. We need to look at what is working in regions such as Asia and build games that taps into how people are using their mobiles already. Gamification goes hand-in-hand with developments in mobile and we need to be aware of that. This audience might be relatively young compared with current gambling demographics and they will almost certainly not be as high spending as yet. But unless we as an industry gear up now we will lose this audience in the future. They have grown up with video games and I think that interest will continue as they progress. We need to take note of that, listen to these players, and make sure our experiences are something they will enjoy and are comfortable putting their money into. The main age group of people betting on esports is early 20s. The opportunity is to entice them with something different, to encourage them and build up the hype around gambling. The industry has a path to follow here. It is the industry that needs to adapt - not the players. We need to listen to them. Previously gambling companies set the rules but now the roles have reversed and they are setting the rules. Christian Hellman is sales director at Tain. Since the dawn of online gambling Tain has been developing full-featured solutions to the global gaming industry. Providing a comprehensive fully managed sportsbook offering and casino content from the industry’s most well renowned providers, all via a single API. Join us on a journey of discovery where we together can build tomorrow’s solutions today.