iGB Affiliate 66 Dec/Jan | Page 62

INSIGHT There are plenty of sports bettors and lottery players happy to play more games when online, but for whom the existing slots focus is simply unappealing. The evidence we have seen suggests that between one in two and one in three of these sports or lottery bettors are willing to play more (given the right product), but that only about one in eight is happy with the existing casino offering. Gamification and its flawed appeal Casino operators aren’t stupid. They know slots are lacking something, and so they set about trying to fix it. What could be better than borrowing from the games which are succeeding so well with a younger audience – social? As an innovative young company, we have frequently been asked to add gamification layers to product: league tables, badges, awards, levels, points. Some companies have made an entire USP out of customer journeys that try to layer on a narrative of adventure and progress to the existing slots range. By definition, we gamify things which are not much fun – fitness, answering surveys, doing the recycling. If you need to add gamification to a game, you are acknowledging a lack of fun in the existing product. Most slots players aren’t willing to admit they play, let alone share their overall spend or wins on Facebook or Twitter. Where levels and awards are dependent on spend, games designers start to skate close to some very thin regulatory ice regarding chasing losses or encouraging more play. Points, rewards and the unlocking of levels may indeed offer interest to the most committed player – but almost by definition this is the player who least needs it. That is, 58 iGB Affiliate Issue 66 DEC 2017/JAN 2018 most of these ideas have little appeal to the player who plays only a couple of spins if offered a promo. Rather than fretting about how to gamify slots – which work perfectly well as is for those who like them – the industry should look at what products might appeal to those who don’t like slots. far bigger audiences than just the younger player alone. They are also the audience that operators will continue to need as their existing player base ages. As Millennials become older and richer, they may well suddenly become convinced that they need to purchase life insurance or financial “Rather than fretting about how to gamify slots – which work perfectly well as is for those who like them – the industry should look at what products might appeal to those who don’t like slots” Innovative suppliers are looking at several rich seams of innovation: ● ● Familiar, more broadly appealing existing game types such as scratch or instants ● ● Game types that borrow from popular genres such as esports and social gaming ● ● Games that enable greater interaction and sociability, such as multiplayer and competitive or collaborative games ● ● New game types that emphasise fun, progress, learning or community Millennial market Innovation is costly and frequently fails. Why bother appealing to Millennials when the industry can grow by converting land-based players to online or reaching into new markets in Asia, Africa and South America? Millennials are not that rich. In immediate cash terms, they are not the most attractive of customer segments – but they are influential. As the early adopters of new technologies, brands and ways of interacting with the world, they soon persuade their parents, bosses and social groups to follow suit. Finding types of games that appeal to them can unlock advice. But nothing indicates that they will suddenly perceive a need for or attraction to slots as a leisure activity. Put bluntly, at some point somebody will come up with a new game type that works. I hope it’s Gamevy but it could be a completely different entertainment company, outside the traditional igaming industry. Perhaps something will emerge as a grass-roots craze, much as poker did. But when that happens, an industry overly focused on a narrow, niche product and player base will find its market slips away faster than it can respond. PAUL DOLMAN-DARRALL started his first business at nine, selling ink cartridges to kids with fountain pens. Since then he’s worked as a senior business analyst at John Lewis, a business transformation manager at Gap and vice president of business change at Barclays. He co-founded Gamevy in 2013, where he is chief executive officer.