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FANDOM’S INSIDE GAMING REPORT UNCOVERS THE MINDSET & MOTIVATIONS OF GAMERS ACROSS GENERATIONS

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Video game franchises have taken mainstream media by storm and gaming as a pastime is showing no signs of slowing down – its a hobby that has captured the cultural zeitgeist and crossed generational lines, and there’s no such thing as a ‘typical gamer’ any more. Now more than ever the industry needs to adopt a more nuanced and generational approach to game development & marketing in order to make a true impact with gaming fans.

Fandom’s Inside Gaming report couples Fandom’s robust, proprietary user data with a custom global study that examines how gamer motivations and behaviors vary by generation and provides a playbook for the gaming industry at large on how to truly understand the mindset of a gaming fan. The findings from the 2023 Inside Gaming report will help brands stand out in this increasingly crowded marketplace while giving them the tools to  identify, interact and more precisely connect with today’s gaming audience. This deep dive into the generational differences in gaming uncovered findings in three key areas:

  • Brand & Advertising Impact – examines generational motivations on gaming influence and intent to purchase, as well as which advertiser categories and specific brands are primed to make a huge splash with gamers

  • Gamer Motivations by Generation – explores the differences between major generational groups and their motivations & influence within the gaming space

  • Co-Gaming – highlights positive findings around gaming between parents & kids while also providing unique insights to fuel advertising strategies when aligning with families in the gaming space
KEY FINDINGS:
  • Over the past five years, engagement with gaming has increased across every demographicplatform, and genre – 45% of gamers are spending more time gaming than ever before

  • 80% of gamers of all ages are interested in playing games regardless of whether they are already fans of a franchise – which creates significant opportunities for content creators as they look to mine alternate IP for new gaming franchises

  • Despite teens and Gen Z spending more time gaming than they did last year, older generations of players are spending more hours per week gaming 

  • Building off that, Millennials are a key (and untapped) audience in gaming – 52% of Millennials rank gaming as their #1 interest
  • 75% of Fandom gamers eat and drink while gaming, making Food & Beverage a key non-endemic category for gamers

  • More parents and guardians are seeing benefits of gaming with their kids than ever before: co-gaming parents are +83% more likely to agree that gaming fosters leadership skills, +77% more likely to agree it teaches important life skills and +38% more likely to agree it establishes teamwork & collaboration

  • Top 5 games parents play with their kids are Mario (50%), Minecraft (48%), Roblox  (37%), Super Smash Bros (33%) and Kirby (32%)

 

“More than 150 million gaming fans come to Fandom and our 100K+ gaming communities each month, allowing us to unlock precise and unmatched insights about gamers across generations and platforms,” said Stephanie Fried, Fandom’s CMO. “These new insights into the behaviors, attitudes and perceptions of today’s gamers will enable marketers and studio leadership to drive better fan experiences and incremental revenue.”

 

The study uncovered huge opportunities for brands to more strategically tap into gaming audiences – namely in the CPG and QSR industries – and identified the generations that represent the biggest  untapped opportunity for marketers. Findings include:

  • 86% of Fandom gamers are influenced to purchase a brand or product that invests significantly in the gaming space, and nearly half are heavily influenced to do so.

  • Millennials are the largest untapped target in the gaming space: 

  • 40% of Fandom’s Millennial audience spend over 22 hours per week gaming, compared to only 29% of tweens.

  • Influence to purchase brands that have investments in the gaming space gets stronger with age: Millennials are more than +24% more likely to be heavily influenced to purchase compared to the average user on Fandom.
  • 75% of Fandom gamers eat and drink while gaming, making the Food & Beverage industry one of the most influential outside categories for gamers.

  • Gamers are +71% more likely to be most inclined to purchase Caffeinated Energy Drinks that heavily invest in the gaming space, ranking highest among F&B categories.

  • Snacks, soft drinks, and “Heat & Serve” meals trailed with 58%42% and 39%, respectively.

  • Gaming-adjacent items are extremely important to the game-play experience: Fandom gamers rank high speed internet (88%) peripherals (i.e. mouse, keyboard etc.) (74%) and gaming accessories (i.e. gaming chair) (41%) as most critical to their gaming experience

 

There isn’t a “one-size-fits-all” approach to understanding and marketing to gaming audiences. Motivation and influence vary by generation, so it’s critical to understand the mindset of a gaming fan in order to make a true impact in the marketplace. Findings include:

  • Overall, 45% of gamers are spending more time gaming; and while Millennials are spending more time gaming per week, the biggest growth in overall time spent gaming vs last year was seen among tweens and teens, with 63% and 48%, respectively.

  • The top-ranking factors for trying new games are: (1) game quality, followed by (2) storyline & plot, then (3) design and visuals, suggesting that gamers across the board are looking for more immersive and engaging experiences.

  • Still, younger generations are more likely to be influenced by “cultural hype” while older audiences are more influenced by the immersive and deep characters and storylines.

  • This points to the importance of building strategies to cater to different audiences – building viral programs that lead to cultural buzz is key to aligning with younger audiences while building programs that allow players to immerse themselves in the universe & connect to the characters and storyline is key for older audiences.
  • The top-ranking overall motivations for Fandom gamers are:

  • Stress relief (48%)

  • Relaxation (47%)

  • Escapism (45%)

  • Younger generations of gamers are more interested in competitive gaming and making social connections, while older gamers gravitate more toward games with potential for intellectual stimulation.

  • Among gaming genres, adventure, sandboxsurvival and fighting games are most popular with Fandom gamers of all ages.

  • Tweens, however, are most likely to play battle royal (49%), racing (46%) and survival games (39%); while millennials gravitate more toward MMO (41%), strategy (27%) and RPG (26%) genres, with games like Elden Ring or World of Warcraft.

  • The biggest drivers for Gen Z and Millennials are character and storyline, with rich and complex backgrounds; while younger gamers gravitate more toward competitive games, with an emphasis on coordinated teamwork.

 

 

 

 

 

 

 

With the gaming industry booming, time spent gaming increasing, and gaming IP’s seeing huge success crossing over into TV and movies, gaming as a pastime is here to stay. Interestingly, the findings uncover benefits for parents co-gaming with their kids, as well as co-gaming motivations by age group:

  • Within the co-gaming ecosystem, gaming isn’t the only motivator for parents and their children. They also enjoy discussing strategy (47%) and research (37%).

  • Parents who choose to game with their kids do so for these main reasons:

  • As a fun activity to do together (56%)

  • Kids ask them to play (44%) 

  • Parents are avid gamers themselves and want to continue the trend (41%)

  • Age does affect behavioral motivations in co-gaming, particularly among parents with children aged 3-8 as they are +89% more likely to co-game in order to better understand the content of the games their kids are playing.
  • Parents of teens are +46% more likely to play games with their kids.

  • The top-ranking benefits of gaming for parents include:

  • Establishes teamwork and collaboration (33%)

  • Teaches important life lessons (26%)

  • Fosters leadership skills (25%)

  • The leading games for parents to co-game with kids 7-12 years old are Super Smash Brothers, Fortnite and Roblox.

  • Parents who co-game with their teenage children aged 13-17 play Rocket League, Cuphead and Splatoon.

 

Methodology:

The 2023 Inside Gaming report identifies macro-level entertainment patterns and trends based on a survey of 15,000 Global Fandom users. These insights were validated and deepened through Fandom’s robust user data – more than 350 million monthly unique visitors, 45 million pages of content across 250,000 wikis – and qualitative and quantitative insights from Fandom’s proprietary fan panel. This methodology provides a 360-degree view of what’s happening in the gaming landscape through the eyes of Fandom.

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Gaming Corps goes live with OLG iCasino in Ontario

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Gaming Corps has launched its casino game portfolio with Ontario Lottery and Gaming Corporation (OLG) in Ontario, bringing a selection of the Swedish studio’s titles to OLG’s digital casino audience.

The rollout includes football-themed games timed to the summer football calendar. Titles going live with OLG include Goals to Glory: Football Fever, Penalty Champion: Goals to Glory, and Goals to Glory: Instant Blitz, part of Gaming Corps’ Instant Blitz series.

OLG is a provincial crown agency that has operated in Ontario since 1975, with responsibilities spanning land-based gaming facilities, province-wide lottery games, internet gaming, bingo, and electronic gaming products at Charitable Gaming Centres.

Graham Greensmith, Chief Commercial Officer at Gaming Corps, said: “Launching with OLG gives Gaming Corps outstanding visibility in one of the most exciting regulated markets in North America. The timing could not be better. As global football moves into focus, we are bringing OLG a fantastic line-up that speaks directly to the moment, while also introducing some of our most recognisable titles, mechanics and characters.”

Ian Shelswell, Director, iCasino Product, Partnerships & Development at OLG, added: “OLG is always looking to bring high-quality content to our players, and Gaming Corps’ portfolio adds further variety to our iCasino offering at an exciting time in the sporting calendar. The combination of football-themed releases, instant win content, recognisable slot franchises and engaging game mechanics makes this a strong addition to our casino catalogue. We are pleased to welcome Gaming Corps to OLG and look forward to developing the partnership.”

The post Gaming Corps goes live with OLG iCasino in Ontario appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Alex Cuoci

Wealthsimple and Kalshi Partner to Bring Prediction Markets to Canada

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Wealthsimple announced the release of Wealthsimple Predict, providing retail investors the ability to trade event contracts on Kalshi. The standalone application is scheduled to launch this summer. Through the app, users will have access to approximately 4000 Kalshi event-based contracts in categories Wealthsimple is authorized to offer in the Canadian market, specifically climate, financial markets, and economic indicators.

“Prediction markets are the fastest-growing segment of global financial markets, letting traders turn an opinion into a position on the factors that shape our world – where inflation is headed, what happens to rates, or how the year unfolds. Until now, Canadians have had limited access. Wealthsimple Predict gives Canadians a clean, well-designed way to access these markets, with education and guardrails built in from day one,” said Brett Huneycutt, co-founder and Chief Product Officer, Wealthsimple.

“Kalshi was founded on a simple belief: views on the future should have markets, and those markets should be available to everyone. That’s why we’re partnering with Wealthsimple, Canada’s leading financial innovator – to give everyday investors in Canada access to fair, secure, and regulated prediction markets,” said Alex Cuoci, Kalshi.

In March, the Canadian Investment Regulatory Organization (CIRO) authorized Wealthsimple to offer event and forecast contract trading, also known as prediction markets. These contracts are regulated as futures contracts (derivatives). The approval covers contracts with a 30-day settlement period or longer, within the categories of economic indicators, financial markets, and climate. Wealthsimple is the second investment dealer to receive regulatory approval from CIRO for prediction markets.

To access trading through Wealthsimple Predict, new clients must complete a standard Know Your Client (KYC) process. Education is built into every stage of the experience, including a guided orientation of a client’s first trade. The app also shows users key disclosures and definitions, including trading risk reminders, contract resolution information, notices that positions can be sold at any time, and liquidity risk warnings on lower-activity markets. Wealthsimple Predict will only be available to Canadian residents.

Kalshi is authorized to operate in the US as an event contracts exchange, with federal authority from the Commodity Futures Trading Commission (CFTC), the regulatory authority for the U.S. derivatives market. Prediction markets follow the same regulatory framework applied to other financial assets traded in the US, such as equities, bonds, and traditional derivatives, with clear rules for price formation, settlement, and governance.

The post Wealthsimple and Kalshi Partner to Bring Prediction Markets to Canada appeared first on Americas iGaming & Sports Betting News.

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Alberta

MediaTroopers lines up eight operator partners ahead of Alberta launch

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MediaTroopers said it is preparing to launch in Alberta’s regulated gaming market on July 13, as Canada’s next regulated commercial gaming market opens.

The digital marketing and customer acquisition firm said it plans to enter Alberta alongside eight “premium operator” clients, which it said are also preparing for their own market entries. MediaTroopers did not name the operators.

The company said its Alberta offering will mirror its work in Ontario, including localized acquisition strategies, compliance-focused marketing, regional player education, and market-tailored performance campaigns.

MediaTroopers also said it has seen “strong interest” from Alberta players through pre-registration activity, without providing figures.

“Alberta represents an exciting next step for regulated iGaming in Canada, and Media Troopers is ready to support operators from day one,” said Shmulik Segal, CEO of Media Troopers. “Our experience in Ontario has given us a strong understanding of what it takes to enter a new Canadian market successfully, from compliance and localization to scalable player acquisition. With eight of our premium clients already preparing for launch and early pre-registration traction underway, we see Alberta as a market with tremendous potential.”

The post MediaTroopers lines up eight operator partners ahead of Alberta launch appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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