* Problem Definition
* Research Methods
* Limitations
*
*
* Gaming Industry since 1951
Growth of Internet
Introduction of new platforms: wireless networks and smart phones
Maturing consumer base
* Decision statement:
How can EA effectively penetrates the social media gaming
market?
* Research Objectives
Explore the consumer’s perception of SMGs?
* Survey
Large sample size from Clark and outside Clark
Non-probability sampling techniques
Online & paper surveys
*
60 17
78
32
1 1
*
* Objective 1: Explore consumers’ current perception of SMGs
What are their game-playing habit?
63.8% Yes
0 5 10 15 20 25 30 0 10 20 30 40 50
0 10 20 30 40 50 60 0 10 20 30 40 50
0 5 10 15 20 25 30
Recommendation from
Online Friends Restaurant City
Direct recommendation Pet Society
from friends or relatives
Madden NFL Superstars
Advertisement on social
media website
0 5 10 15
Mental work
Pet Society
Connection
Accomplishment
Coordination
Restaurant City
Personality
Other
0 5 10 15 20 25 30 35
Once a week
Restaurant City
2-3 times a week
Pet Society
Madden NFL Superstars
More than once a day
Once a day
0 2 4 6 8 10
0 10 20 30 40 50 60 70 80 90
On-line friends
Social Advertisement
On-line strangers
Brand
Relatives
On-line friends
Other
Face-to-Face
Other
0 10 20 30 40 Personality
Face-to-Face
Reason For Playing
Coordination
On-line friends
Accomplishment
Brand
Connection
Social Advertisement
Mental Work
Advertisement Other Website
Competitive
Blog
Stress Reliever
Excitement Other
0 10 20 30 40 50 60
Advertisement…
2 2
Other
Social Advertisement
Face-to-Face
Brand
Blog
On-line friends
2 0
0
0
Influence
Influence
Influence
Influence
Action
Simulation
Sports
Casual
Strategy
Role-Playing
Adventure
Action
Simulation
Sports
Casual
Strategy
Role-Playing
Genre
Genre
“What genres appeal most to the consumers?”
Hypothesis: Game genres are significant for game development and EA should
concentrate on these major genres and games across the spectrum of these
games so as to penetrate the market with highest success rate. – Statistically
significant (T-Test and Cross tabulation)
*
* Objective 3: Define the drivers behind new (and successful) social
network gaming market entrants
How Do You Use
Currency in SMGs
Currency?
25
25
20
20
15
15
10
10
5
5
0
Not Selected I play games I play games I do not play 0
that involve that involve games that
I don't use I spend it on I save it all I plan my
virtual currency virtual currency, involve virtual
virtual what I can for an item I spending
and I use virtual but I do not use currency
currency afford really want over a
currency in my it
currently to buy period of
game play
time
Adventure
More than once a day
EnjoyPlay_Action
Role-Playing
Strategy
Once a day Simulation
Sports
Casual Chose Strategy
0 10 20 30 40 50
Less than once a week
Once a week
Once a day
0 5 10 15 20 25
Hypothesis: Players more likely to play more than once a day for strategy games.
*
How Often Do You Play?
Other How Often Do You Play?
Personality
Coordination Once a day Once a day
Android-based…
Accomplishment More than once a day
Connection iPad/ Tablet More than once a
Mental work 2-3 times a week day
Competitive iPhone
Once a week 2-3 times a week
Stress-reliever
Excitement Less than once a week Computer/Laptop
Once a week
0 5 10 15 20 25 30 0 20 40 60
* Play partner:
* Females play games with personal friends, males are more open to
strangers create suitable communication channels
* Develop existing games and future games into smart phone applications
* New platform allows more features and sophisticated experience
* Get more Revenues and build awareness
* Engagement
* Average game session =< 30 minutes
* More engaging features
*