Gamers who obtain rewards for taking part in or downloading a recreation are likely to really feel extra positively in the direction of the sport and usually tend to advocate it, in keeping with a examine carried out by person acquisition firm Almedia. That is very true, in keeping with the examine’s findings, if the reward in query has tangible worth exterior of the sport, similar to money or present playing cards. Customers are 76% extra more likely to advocate a recreation from which the participant has acquired such a reward.
The examine defines “real-world rewards” as objects with tangible worth exterior of the sport, similar to money or present playing cards. “In-game rewards” are digital objects with worth within the recreation’s economic system. Almedia’s examine — the second a part of one on rewards — was carried out by Atomik Analysis utilizing 2,003 cell avid gamers within the US and UK. 50% had acquired real-world rewards for taking part in video games, whereas the opposite 50% had acquired in-game rewards. It’s price noting that the examine didn’t provide any information on avid gamers who’d acquired no rewards for taking part in.
Out of the gamers who acquired real-world rewards, 71% reported that they performed extra of the sport after receiving them, and 85% say they proceed to play even when no additional rewards are apparently forthcoming. 72% additionally added that they take rewards into consideration when attempting out new video games.
Of the gamers that acquired in-game rewards, 58% mentioned they’re more likely to play a recreation otherwise in the event that they acquired tangible rewards, whereas 65% mentioned they’re extra more likely to attempt a brand new recreation if it provided such advantages. 75% of all avid gamers surveyed mentioned they’d really feel extra constructive about video games providing such rewards, and 42% mentioned they’d be extra more likely to play cell video games for rewards or incentives.
Person acquisition and person advantages
Now, the findings themselves will not be significantly shocking — in fact avid gamers would discover an exercise interesting if it provided them some type of real-world reward. Nevertheless, it’s indicative of evolving participant attitudes in the direction of types of cell monetization. Gamers at the moment are extra more likely to desire rewarded gameplay, significantly in the event that they’ve skilled it in different video games. Almedia itself operates the Freecash platform, which provides customers a method to earn rewards for gameplay.
Almedia’s examine discusses the consequences of those elevated expectations on each avid gamers and builders. 95% of devs who’ve run reward-based person acquisition campaigns mentioned they really feel it offers them a aggressive benefit, and 82% mentioned these campaigns outperformed different UA campaigns.
Moritz Holländer, Almedia CEO, mentioned within the assertion, ”Our deep examine of avid gamers clearly exhibits that there’s a voracious urge for food for rewards throughout the cell video games business. By no means earlier than in gaming have we witnessed the mass adoption of real-world rewards by gamers. What we’re at present seeing is real-time transformation in how avid gamers select what they play primarily based on rewards – and in addition rewards’ potential to foster precious long-term relationships between gamers and video games. It’s a complete rewrite of how and why customers interact with gaming content material, and a much-needed one by one the place recreation studios face obstacles to buying and retaining gamers in a extremely aggressive market.”