THE ANATOMY OF GAMER MOTIVATIONS WHAT WE LEARNED FROM 250,000 - - PowerPoint PPT Presentation

the anatomy of gamer motivations
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THE ANATOMY OF GAMER MOTIVATIONS WHAT WE LEARNED FROM 250,000 - - PowerPoint PPT Presentation

THE ANATOMY OF GAMER MOTIVATIONS WHAT WE LEARNED FROM 250,000 GAMERS PREVIOUSLY ON QUANTIC FOUNDRY SAMPLE NOTES 283,384 gamers (unique IP addresses) Gender: 80% Male / 19% Female / 1% Non-Binary Age: Median = 25, Range = 13-80


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SLIDE 1

THE ANATOMY OF GAMER MOTIVATIONS

WHAT WE LEARNED FROM 250,000 GAMERS

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SLIDE 2

PREVIOUSLY ON QUANTIC FOUNDRY

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SLIDE 3
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SLIDE 4
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SLIDE 5

SAMPLE NOTES

  • 283,384 gamers (unique IP addresses)
  • Gender: 80% Male / 19% Female / 1% Non-Binary
  • Age: Median = 25, Range = 13-80
  • Gamer Type: Casual 11% / Core 68% / Hardcore 21%
  • Geographic distribution
  • United States (125k), Canada (14.8k), United Kingdom (13.9k), Brazil (9.4k),

Australia (8.5k), Italy (7.2k), Poland (6.8k), Indonesia (6.6k), Denmark (5.8k), Philippines (5k), Germany (4.9k), Sweden (4.4k), France (3.6k), Singapore (3.6k), Netherlands (3.1k), Spain (2.4k), Turkey (2.3k), Malaysia (2.2k), Russia (2.2k), Chile (2.0k), Norway (1.9k) …

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SLIDE 6

GAMER MOTIVATION MODEL

Action

“Boom!”

Social

“Let’s Play Together”

Mastery

“Let Me Think”

Achievement

“I Want More”

Immersion

“Once Upon a Time”

Creativity

“What If?”

Destruction

  • Guns. Explosives.
  • Chaos. Mayhem.

Competition

  • Duels. Matches.

High on Ranking.

Challenge

  • Practice. High
  • Difficulty. Challenges.

Completion

Get All Collectibles. Complete All Missions.

Fantasy

Being someone else, somewhere else.

Design

Expression. Customization.

Excitement

Fast-Paced. Action.

  • Surprises. Thrills.

Community

Being on Team.

  • Chatting. Interacting.

Strategy

Thinking Ahead. Making Decisions.

Power

Powerful Character. Powerful Equipment.

Story

Elaborate plots. Interesting characters.

Discovery

  • Explore. Tinker.

Experiment.

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SLIDE 7

3 HIGH LEVEL CLUSTERS

Action

“Boom!”

Social

“Let’s Play”

Destruction

  • Guns. Explosives.
  • Chaos. Mayhem.

Competition

  • Duels. Matches.

High on Ranking.

Excitement

Fast-Paced. Action.

  • Surprises. Thrills.

Community

Being on Team.

  • Chatting. Interacting.

Mastery

“Let Me Think”

Achievement

“I Want More”

Challenge

  • Practice. High
  • Difficulty. Challenges.

Completion

Get All Collectibles. Complete Missions.

Strategy

Thinking Ahead. Making Decisions.

Power

Powerful Character. Powerful Equipment.

Immersion

“Once Upon a Time”

Creativity

“What If?”

Fantasy

Being someone else, somewhere else.

Design

Expression. Customization.

Story

Elaborate plot, characters.

Discovery

  • Explore. Tinker.

Experiment.

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SLIDE 8
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SLIDE 9
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SLIDE 10

SOCIAL IS SOCIAL

Competition isn’t the

  • pposite of Community.
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SLIDE 11
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SLIDE 12

SOCIAL IS SOCIAL

Action

“Boom!”

Social

“Let’s Play”

Destruction

  • Guns. Explosives.
  • Chaos. Mayhem.

Competition

  • Duels. Matches.

High on Ranking.

Excitement

Fast-Paced. Action.

  • Surprises. Thrills.

Community

Being on Team.

  • Chatting. Interacting.

Mastery

“Let Me Think”

Achievement

“I Want More”

Challenge

  • Practice. High
  • Difficulty. Challenges.

Completion

Get All Collectibles. Complete Missions.

Strategy

Thinking Ahead. Making Decisions.

Power

Powerful Character. Powerful Equipment.

Immersion

“Once Upon a Time”

Creativity

“What If?”

Fantasy

Being someone else, somewhere else.

Design

Expression. Customization.

Story

Elaborate plot, characters.

Discovery

  • Explore. Tinker.

Experiment.

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SLIDE 13
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SLIDE 14

IT’S A MAP

Proximity indicates best bets for the audience.

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SLIDE 15
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SLIDE 16

SPREADING ACTIVATION

Action

“Boom!”

Social

“Let’s Play”

Destruction

  • Guns. Explosives.
  • Chaos. Mayhem.

Competition

  • Duels. Matches.

High on Ranking.

Excitement

Fast-Paced. Action.

  • Surprises. Thrills.

Community

Being on Team.

  • Chatting. Interacting.

Mastery

“Let Me Think”

Achievement

“I Want More”

Challenge

  • Practice. High
  • Difficulty. Challenges.

Completion

Get All Collectibles. Complete Missions.

Strategy

Thinking Ahead. Making Decisions.

Power

Powerful Character. Powerful Equipment.

Immersion

“Once Upon a Time”

Creativity

“What If?”

Fantasy

Being someone else, somewhere else.

Design

Expression. Customization.

Story

Elaborate plot, characters.

Discovery

  • Explore. Tinker.

Experiment.

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SLIDE 17

SPREADING ACTIVATION

Action

“Boom!”

Social

“Let’s Play”

Destruction

  • Guns. Explosives.
  • Chaos. Mayhem.

Competition

  • Duels. Matches.

High on Ranking.

Excitement

Fast-Paced. Action.

  • Surprises. Thrills.

Community

Being on Team.

  • Chatting. Interacting.

Mastery

“Let Me Think”

Achievement

“I Want More”

Challenge

  • Practice. High
  • Difficulty. Challenges.

Completion

Get All Collectibles. Complete Missions.

Strategy

Thinking Ahead. Making Decisions.

Power

Powerful Character. Powerful Equipment.

Immersion

“Once Upon a Time”

Creativity

“What If?”

Fantasy

Being someone else, somewhere else.

Design

Expression. Customization.

Story

Elaborate plot, characters.

Discovery

  • Explore. Tinker.

Experiment.

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SLIDE 18

SPREADING ACTIVATION

Action

“Boom!”

Social

“Let’s Play”

Destruction

  • Guns. Explosives.
  • Chaos. Mayhem.

Competition

  • Duels. Matches.

High on Ranking.

Excitement

Fast-Paced. Action.

  • Surprises. Thrills.

Community

Being on Team.

  • Chatting. Interacting.

Mastery

“Let Me Think”

Achievement

“I Want More”

Challenge

  • Practice. High
  • Difficulty. Challenges.

Completion

Get All Collectibles. Complete Missions.

Strategy

Thinking Ahead. Making Decisions.

Power

Powerful Character. Powerful Equipment.

Immersion

“Once Upon a Time”

Creativity

“What If?”

Fantasy

Being someone else, somewhere else.

Design

Expression. Customization.

Story

Elaborate plot, characters.

Discovery

  • Explore. Tinker.

Experiment.

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SLIDE 19
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SLIDE 20

VOLATILITY

Motivations aren’t created

  • equal. Some are volatile.

Others are inert.

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SLIDE 21

EXCITEMENT DROPS LINEARLY WITH AGE

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SLIDE 22

OF THE 12 MOTIVATIONS, COMPETITION IS MOST AGE-VOLATILE

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SLIDE 23
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SLIDE 24

GAMIFICATION

Competition, often found in gamification mechanic lists, is likely a poor motivator for most corporate employees above age 30.

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SLIDE 25

THERE’S ALSO A GENDER DIFFERENCE BETWEEN AGES 13-40

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SLIDE 26

BUT SURPRISINGLY SIMILAR COHORT OF GAMERS AFTER AGE 40

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SLIDE 27

STABILITY

But not all motivations are

  • volatile. Some are incredibly

consistent.

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SLIDE 28

COMPLETION IS A VERY STABLE MOTIVATION

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SLIDE 29

PRIMARY MOTIVATIONS (MEN)

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SLIDE 30

PRIMARY MOTIVATIONS (WOMEN)

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SLIDE 31

COMPLETION IS IN TOP 3 ACROSS ALL SEGMENTS

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SLIDE 32

POLARIZATION

Female gamers are more polarized about what they want.

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SLIDE 33

SIDE BY SIDE COMPARISON

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SLIDE 34

COMPARING THE DELTA

2.5x 5.7x

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SLIDE 35

COMPARING CUMULATIVE COVERAGE

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VARIANCE

There’s a practical reason for understanding variance among motivations. It’s directly related to audience coverage.

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SLIDE 37

WE CAN SUMMARIZE A DISTRIBUTION WITH THE MEAN

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SLIDE 38

BUT ANOTHER IMPORTANT ASPECT IS THE VARIANCE

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SLIDE 39

THE SMALLER THE VARIANCE, THE EASIER TO ACHIEVE COVERAGE

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SLIDE 40

LESS VARIANCE = MORE COVERAGE

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SLIDE 41

DESIGN RUBRICS

Let’s visualize appeal and volatility at the same time.

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SLIDE 42
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SLIDE 43
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SLIDE 44
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SLIDE 45

MALE GAMERS

The most popular motivations are also the most volatile.

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SLIDE 46

FEMALE GAMERS

Relative to the men, far more consistency and stability.

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SLIDE 47
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SLIDE 48

HISTORICAL ACCIDENTS

Some genres may be accidental combinations of

  • rthogonal motivations.
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SLIDE 49
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SLIDE 50
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SLIDE 51
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SLIDE 52
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SLIDE 53
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SLIDE 54
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SLIDE 55

PIVOT POINTS

Game Titles/Franchises Gaming Motivations Demographic Variables

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SLIDE 56

IDLE CLICKERS GAMER TYPE %

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SLIDE 57
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SLIDE 58

Most Important Motivations

1) Completion 2) Power

Least Important Motivations

1) Excitement 2) Fantasy 3) Story

IDLE CLICKER AUDIENCE PROFILE

Other Popular Games

  • Diablo III
  • Fallout 4
  • The Elder Scrolls Online
  • EVE Online
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SLIDE 59
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SLIDE 60

GAMER MOTIVATION MODEL

Action

“Boom!”

Social

“Let’s Play”

Destruction

  • Guns. Explosives.
  • Chaos. Mayhem.

Competition

  • Duels. Matches.

High on Ranking.

Excitement

Fast-Paced. Action.

  • Surprises. Thrills.

Community

Being on Team.

  • Chatting. Interacting.

Mastery

“Let Me Think”

Achievement

“I Want More”

Challenge

  • Practice. High
  • Difficulty. Challenges.

Completion

Get All Collectibles. Complete Missions.

Strategy

Thinking Ahead. Making Decisions.

Power

Powerful Character. Powerful Equipment.

Immersion

“Once Upon a Time”

Creativity

“What If?”

Fantasy

Being someone else, somewhere else.

Design

Expression. Customization.

Story

Elaborate plot, characters.

Discovery

  • Explore. Tinker.

Experiment.

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SLIDE 61

UNEXPECTED SEGMENTS

Bridges between clusters can

  • ccur in underlying player

segments.

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SLIDE 62
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SLIDE 63

STRATEGY + STORY

Action

“Boom!”

Social

“Let’s Play”

Destruction

  • Guns. Explosives.
  • Chaos. Mayhem.

Competition

  • Duels. Matches.

High on Ranking.

Excitement

Fast-Paced. Action.

  • Surprises. Thrills.

Community

Being on Team.

  • Chatting. Interacting.

Mastery

“Let Me Think”

Achievement

“I Want More”

Challenge

  • Practice. High
  • Difficulty. Challenges.

Completion

Get All Collectibles. Complete Missions.

Strategy

Thinking Ahead. Making Decisions.

Power

Powerful Character. Powerful Equipment.

Immersion

“Once Upon a Time”

Creativity

“What If?”

Fantasy

Being someone else, somewhere else.

Design

Expression. Customization.

Story

Elaborate plot, characters.

Discovery

  • Explore. Tinker.

Experiment.

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SLIDE 64
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SLIDE 65

nick@quanticfoundry.com

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SLIDE 66

We used social network analysis to find the predictors of guild longevity in World of Warcraft. We used surveys and factor analysis to identify and quantify the primary motivations of gamers. We used machine learning methods to infer a person’s age, gender, and personality from their in-game behavior. At Ubisoft, we developed new methods for behavior segmentation and understanding the player journey.