The industry is undergoing a titanic shift, factors like the ease of publishing to the App Store, the extremely low cost to become a developer, the growth of Freemium games (games given away for free with revenues coming from alternative sources) and the rise of the female gamers (53% of mobile gamers are female) are rewriting the rules.
Anywhere, any-time, high quality gaming, that fits nicely in our pocket, is yours to have . The mobile entertainment industry was worth $33 billion last year, which is due in part to the success of smartphones like the iPhone and the plethora of Android devices like the HTC Thunderbolt. These high powered computers were just waiting for people to turn them into gaming consoles.
An interesting infographic by Geekaphone:
In a posting last week ( Customer Engagement, Gamification & Social Games – 2 ) I referred to the importance of genre in the social media design and how it can impact the ability to attract a target segment.I also referred to the fact that target market for Seduction is male.
After three weeks here’s what data tells us about the demographic distribution of Seduction players –
There is marked preference for this game by males compared to females.Younger population ( 18-34 )in both genders are interested in Seduction.Now armed with this insight we can select the brands that fit this demographic distribution and make sure that there is a match between brand’s target market and game player distribution.This statistics will also help us target our marketing efforts in attracting the segment that’s not showing much interest and help strike the ” right balance ” 😉