THE ANATOMY OF GAMER MOTIVATIONS WHAT WE LEARNED FROM 250,000 GAMERS

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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 Gamer Type: Casual 11% / Core 68% / Hardcore 21% Geographic distribution o 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)

GAMER MOTIVATION MODEL Action Social Mastery Achievement Immersion Creativity Boom! Let s Play Together Let Me Think I Want More Once Upon a Time 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.

3 HIGH LEVEL CLUSTERS Action Social Mastery Achievement Immersion Creativity Boom! Let s Play Let Me Think I Want More Once Upon a Time What If? Destruction Guns. Explosives. Chaos. Mayhem. Competition Duels. Matches. High on Ranking. Challenge Practice. High Difficulty. Challenges. Completion Get All Collectibles. Complete 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 plot, characters. Discovery Explore. Tinker. Experiment.

SOCIAL IS SOCIAL Competition isn t the opposite of Community.

SOCIAL IS SOCIAL Action Social Mastery Achievement Immersion Creativity Boom! Let s Play Let Me Think I Want More Once Upon a Time What If? Destruction Guns. Explosives. Chaos. Mayhem. Competition Duels. Matches. High on Ranking. Challenge Practice. High Difficulty. Challenges. Completion Get All Collectibles. Complete 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 plot, characters. Discovery Explore. Tinker. Experiment.

IT S A MAP Proximity indicates best bets for the audience.

SPREADING ACTIVATION Action Social Mastery Achievement Immersion Creativity Boom! Let s Play Let Me Think I Want More Once Upon a Time What If? Destruction Guns. Explosives. Chaos. Mayhem. Competition Duels. Matches. High on Ranking. Challenge Practice. High Difficulty. Challenges. Completion Get All Collectibles. Complete 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 plot, characters. Discovery Explore. Tinker. Experiment.

SPREADING ACTIVATION Action Social Mastery Achievement Immersion Creativity Boom! Let s Play Let Me Think I Want More Once Upon a Time What If? Destruction Guns. Explosives. Chaos. Mayhem. Competition Duels. Matches. High on Ranking. Challenge Practice. High Difficulty. Challenges. Completion Get All Collectibles. Complete 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 plot, characters. Discovery Explore. Tinker. Experiment.

SPREADING ACTIVATION Action Social Mastery Achievement Immersion Creativity Boom! Let s Play Let Me Think I Want More Once Upon a Time What If? Destruction Guns. Explosives. Chaos. Mayhem. Competition Duels. Matches. High on Ranking. Challenge Practice. High Difficulty. Challenges. Completion Get All Collectibles. Complete 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 plot, characters. Discovery Explore. Tinker. Experiment.

VOLATILITY Motivations aren t created equal. Some are volatile. Others are inert.

EXCITEMENT DROPS LINEARLY WITH AGE

OF THE 12 MOTIVATIONS, COMPETITION IS MOST AGE-VOLATILE

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

THERE S ALSO A GENDER DIFFERENCE BETWEEN AGES 13-40

BUT SURPRISINGLY SIMILAR COHORT OF GAMERS AFTER AGE 40

STABILITY But not all motivations are volatile. Some are incredibly consistent.

COMPLETION IS A VERY STABLE MOTIVATION

PRIMARY MOTIVATIONS (MEN)

PRIMARY MOTIVATIONS (WOMEN)

COMPLETION IS IN TOP 3 ACROSS ALL SEGMENTS

POLARIZATION Female gamers are more polarizedabout what they want.

SIDE BY SIDE COMPARISON

COMPARING THE DELTA 5.7x 2.5x

COMPARING CUMULATIVE COVERAGE

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

WE CAN SUMMARIZE A DISTRIBUTION WITH THE MEAN

BUT ANOTHER IMPORTANT ASPECT IS THE VARIANCE

THE SMALLER THE VARIANCE, THE EASIER TO ACHIEVE COVERAGE

LESS VARIANCE = MORE COVERAGE

DESIGN RUBRICS Let s visualize appeal and volatilityat the same time.

MALE GAMERS The most popular motivations are also the most volatile.

FEMALE GAMERS Relative to the men, far more consistency and stability.

HISTORICAL ACCIDENTS Some genres may be accidental combinations of orthogonal motivations.

PIVOT POINTS Game Titles/Franchises Demographic Variables Gaming Motivations

IDLE CLICKERS GAMER TYPE %

IDLE CLICKER AUDIENCE PROFILE Most Important Motivations 1) Completion 2) Power Least Important Motivations 1) Excitement 2) Fantasy 3) Story Other Popular Games Diablo III Fallout 4 The Elder Scrolls Online EVE Online

GAMER MOTIVATION MODEL Action Social Mastery Achievement Immersion Creativity Boom! Let s Play Let Me Think I Want More Once Upon a Time What If? Destruction Guns. Explosives. Chaos. Mayhem. Competition Duels. Matches. High on Ranking. Challenge Practice. High Difficulty. Challenges. Completion Get All Collectibles. Complete 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 plot, characters. Discovery Explore. Tinker. Experiment.

UNEXPECTED SEGMENTS Bridges between clusters can occur in underlying player segments.

STRATEGY + STORY Action Social Mastery Achievement Immersion Creativity Boom! Let s Play Let Me Think I Want More Once Upon a Time What If? Destruction Guns. Explosives. Chaos. Mayhem. Competition Duels. Matches. High on Ranking. Challenge Practice. High Difficulty. Challenges. Completion Get All Collectibles. Complete 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 plot, characters. Discovery Explore. Tinker. Experiment.

nick@quanticfoundry.com

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.