Showing posts with label money games. Show all posts
Showing posts with label money games. Show all posts

Thursday, April 16, 2009

Obsessed with customers

The business of iGaming (= online money gaming and/or gambling) has changed forever. Internet is normalizing gaming for money and bringing new customers in. At the same time customers are more digital-savvy, expecting more and faster but also willing to take part in building the total experience in return for perceived value. The role of the consumer is being transformed from passive buyer to active co-creator.

The recognition of consumers as active players extends the locus of core competencies from companies inner knowhow to the enhanced network. According to IDC Global’s recent study, 75% of Retailers and 58% of consumer products manufacturers rank consumer centricity among top 3 keys to success. At the Indian Gaming 2009 conference one of the leading slot machine manufacturers, Bally highlighted that: “now more than ever innovations must be built on customer needs and on a solid foundation of dependable, scalable, and efficient technology backed up by strong professional, technical, and customer-support services”. Along the progression of social media business money gaming providers too have to realize that consumers expect more dynamic changes and possibilities to interact and participate than ever before. The huge rise of microblogging service Twitter or social networking service Facebook are good manifestations of this. People want to share, stand out from the crowd and have their opinion heard. In iGaming that is very crucial lesson to be learned. By the general development of the Internet the potential customer is now potentially anyone who finds (money) games interesting.

Competence is a function of the collective knowledge. Ways to make online money games’ interesting is to facilitate dialogue and consumer engagement among dynamic consumer communities and heterogeneous individuals--all eager, and some able, to co-create their own experiences. Consumers are moving toward instant gratification and getting used to the idea of an active dialogue with providers of products and services. Money gaming operators have to utilize that dialogue in design, marketing, consumer support and testing. Additional challenge is speed which is becoming even more central source of competitive advantage. Thing have to happen now, instantly and interactively with the customers.

To adapt and succeed in the current economic environment companies need to build a new set of capabilities: cross-platform innovation, real-time interactive communication channels with consumers, open collaboration and supporting digital processes.

Thursday, October 04, 2007

FPS / pro- / money fusion gaming

Money gaming is not just gambling or pro-gaming tournaments. So far money gaming has been conventional gambling or "winner takes it all" type of pro-gaming. Now at least Kwari is trying to introduce a bit different approach with their money skill gaming. Kwari is a FPS where every time you hit another player you make money and vice versa. Also e.g. doing damage to yourself, breaking crates or picking up additional weapons have a cost attached. There are different jackpots to go for. Kwari is a skill game where (if I understood correctly) there are no subscription fees but people would pay for ammo and additional weapons.

Another a bit different approach to money gaming is Moola. "Moola is something like a free super-jackpot game show, which allows anyone to become a millionaire on the internet, rather than watching others do so on TV. "

Both Kwari and Moola are now on beta. For me it is not that interesting to see whether or not these games will be successful. I find it more interesting just to look at such "genres" or variations and ponder the future of money-fun game mixtures. What types of "fun games" will have money aspect in them and in what way and how much current money games can contain aspects from fun games (skill, casual...) not to raise a discussion on targeting to youth, game addiction and responsible gaming.

Other "pay for money" games: e.g. SkillGround, Tournament.com, Pogo and Bet on Battles.