ANALYSIS BINGO: MOBILE CALLING Online bingo is an undoubted success story but, unlike much of the i-gaming industry, it has struggled with the move to mobile. As this threatens to hold the bingo sector back, iNTERGAMINGi talks to some leading industry figures U SER experience. This, more than anything, is key to success of online bingo, whether on desktop or mobile. In fact, making the leap to mobile has proved especially challenging for some. There are the familiar challenges of screen size and the vast range of mobile devices but for bingo, with its chat component and mini games, the four or ĮveͲinch screen can seem especially limiƟng. INTERGAMINGi asks just what can be done to bump this most social of games into the onͲ theͲgo arena. Time and again we hear of bingo͛s unique demographic, the social aspect of that group and how bingo appeals to both. Is the player base really so clearly deĮned and if it is how does that inform the online bingo oīer͍ Dontse Wuig, KK at kamon Entertainment, says: “Yes, bingo has a very well deĮned demographic proĮle and this is really helpful when it comes to designing an engaging experience and a successful product. “The biggest challenge might come if your product is present in diīerent markets with 34 Issue 2 2014 iNTERGAMINGi www.intergameonline.com MONTSE PUIG, COO AT AKAMON ENTERTAINMENT: ͞ŝŶŐŽŵŽďŝůĞƉƌŽĚƵĐƚƐŚĂǀĞƚŽĨƵůĮůƚǁŽ ŽďũĞĐƟǀĞƐ͗ĂĚũƵƐƚƉůĂLJŝŶŐƐĞƐƐŝŽŶƟŵĞƚŽ ŵŽďŝůĞĂŶĚĂůƐŽŽīĞƌĂƩƌĂĐƟǀĞŐĂŵĞƉůĂLJ ĨŽƌƉĂƐƐŝǀĞƉůĂLJĞƌƐ using the mobile device as ƐĞĐŽŶĚĂƌLJ screen” diīerenƟated cultures. Then you must focus in understanding what the locals expect from your product and deliver a fully localised product Ͳ not simply translated.” ^o what are the “soŌ factors” that are important in aƩracƟng players in the online bingo market͍ :ohan >aurelli, head of product management at gaming systems supplier NYX InteracƟve, says: “sibes and atmosphere make a great diīerence. :ust recall a Ɵme where you had a good restaurant experience. I can guess that the food was great, and that all supporƟng services were present and according to expectaƟons, but I bet that what contributed most in making this a memorable and rewarding experience was the overall experience. “The people present, the overall feel of the venue, the discussion over food choice with the waiƟng staī and the way they worked to best please audience and Ɵme of day just mixed perfectly, right͍ “The same goes for a solid bingo experience. Equally important as having interesƟng bingo games and aƩracƟve prizes are the accompanying supporƟng services. There needs to be a good audience of your online friends, a chat manager hosƟng the event that can relate ƚŽƚŚĞƉůĂLJĞƌƐ͕ĂŶĚƐƵŝƚĂďůĞƉŽƐƐŝďŝůŝƟĞƐƚŽĞŶũŽLJ LJŽƵƌƐĞůĨĚƵƌŝŶŐĂŶĚŝŶͲďĞƚǁĞĞŶŐĂŵĞƐďLJƚĂŬŝŶŐ ƉĂƌƚŝŶĐŚĂƚĐŽŶǀĞƌƐĂƟŽŶƐĂŶĚƐŝĚĞŐĂŵĞƐ͕͟ ƐĂLJƐ>ĂƵƌĞůůŝ͘ ͞KƉĞƌĂƚŽƌƐƵƐŝŶŐEzyŝŶŐŽƚŽŵĂdžŝŵƵŵ ĞīĞĐƚƐĂƌĞĐƌĞĂƟŶŐƐƵĐŚĚŝīĞƌĞŶƚĞŶǀŝƌŽŶŵĞŶƚƐ Ϯϰͬϳ͘ƌĞĂƟŶŐƐƵĐŚǀĂƌŝĞƚLJŝŶĐƌĞĂƐĞƐƌĞƚƵƌŶŝŶŐ ƉůĂLJĞƌƐĂƐǁĞůůĂƐĂƩƌĂĐƚƐŶĞǁƉůĂLJĞƌƐƚŽ the site.” The online gaming sector has seen a dramaƟc shiŌ to mobile and tablet gaming in the last year or two. ingo has, for the most part, lagged behind. Wuig: “ingo mobile products have to fulĮl two objecƟves: adjust playing session Ɵme to mobile, which is slightly shorter than browser games, and also oīer aƩracƟve gameplay for passive players using the mobile device as secondary screen and don͛t want to pay extra aƩenƟon to daubing their cards or chaƫng with other players. “This is quite challenging and hence there are not many good mobile bingo games available in the market.” So are there realisƟc opportuniƟes for crossͲ plaƞorm realͲmoney bingo accounts and games that run from the local bingo hall to the second screen at home͍ MIMMI SANDBERG, PRODUCT MANAGER BINGO, SWEDISH POSTCODE LOTTERY: “You must ƌĞŝŶǀĞŶƚLJŽƵƌƐĞůĨ ƌĞŐƵůĂƌůLJ͕ďƵƚŚĂǀĞ the basics there ĨŽƌƚŚĞƉůĂLJĞƌƐƚŽ feel at home ŽŶLJŽƵƌƐŝƚĞ͘͟ kamon͛s Wuig thinks so: “Yes, deĮnitely Ͳ as long as the balancing of these games is well adjusted and players in bricksͲandͲmortar bingo halls don͛t feel they have a compeƟƟve disadvantage against online players.” How will the industry rise to these challenges Ͳ what are the emerging trends, as Wuig sees them͍ “There is a huge oīer of online bingo games so you need to build a strong brand and also have a fresh product that is challenging your players and engaging them by oīering secondary gameplays, like mini games or any other game mechanic that causes a player to value her account with your product. “ingo now represents ϰϱ per cent of the company revenue at kamon, being one of the games that moneƟses best,” says Wuig. “So we expect to increase this number and speciĮcally for our bingo on mobile, as it will conĮrm our transiƟon to mobile ʹ something we are conƟnuing to work on.” Dimmi Sandberg, product manager Ͳ bingo at SwedishͲlicensed operator Swedish Wostcode >oƩery, outlines a suitable approach to aƩracƟng players: “DarkeƟng and product goes hand in hand when you oīer a digital product,” she says. “Wlayers expect and appreciate when you oīer them campaignͲthemed games ʹ both in design and game conĮguraƟon. &or us it is very important to have the tools inͲhouse in order to swiŌly create new games in line with our markeƟng and ZD acƟviƟes. then you create a bingo game, all components contribute to the experience͖ game conĮguraƟon, graphics, sound, caller, chatͲhost etc.” Sandberg conƟnues: “ll these components should be created within the theme, to have perfectly tailored games so that players get in the right mood and feel entertained. “sariety is highly appreciated among bingo players, they expect new things. Think of it as a cinema. New posters and new movies every week, but the seats and popcorn changes more seldom. “You must reinvent yourself regularly, but have the basics there for the players to feel at home on your site,” she adds. “In general we see that during lunchƟme the player sessions are shorter compared to evenings. te oīer diīerent games depending on the Ɵme of the day. Kn &riday and Saturday evenings we oīer special games themed with the general weekend evening feel. “Wlayers are more in a party mood during these hours so our games are designed to enhance that feeling both in graphics, sounds, game conĮguraƟon and so on. They want to put their feet up and relax with a bingo game on &riday aŌer work, and they want to feel energised on Saturday evenings,” conƟnues Sandberg. “te oīer games called mingle, party and aŌerͲparty on both evenings. These games are highly appreciated by our players, and the energy in the chat room is much higher than during a normal evening. te oīer chatͲhosts that serve and entertain.” So what environments are the Swedish Wostcode >oƩery oīering͍ “te work with many celebriƟes,” says Sandberg. “te have three celebriƟes that act as chatͲhost one evening each per week. The celebriƟes have their own ͚brands͛ that we build around Ͳ the rock star, the chef, and the singer/entertainer. “The celebriƟes chat about their speciĮc area of interests ʹ and the games are designed to enhance their character and topic. &or example, the chef has a bingo game with her voice as the caller, sounds from a kitchen in between games, and graphics from a kitchen. She talks about food and gives the players handy Ɵps about their cooking.” Sandberg conƟnues: “te also have games that are designed in line with our Ts programmes. Kur game Yuinjingo is designed in line with our Ts programme Wostcode Dillionaire. The Ts studio inspires the graphics, and while the game is played the chatͲhost oīers more quinj quesƟons than normally. “The players appreciate when the game theme is clear so they know what to expect. te run our games in a schedule on speciĮc hours. Kur loyal players have learned this schedule and log in when their favorite celebrity chatͲhost is online, and when their favourite game is played.” NYy InteracƟve͛s >aurelli picks up the story: JOHAN LAURELLI, HEAD OF PRODUCT MANAGEMENT, NYX INTERACTIVE: ͞zŽƵƌƉůĂLJĞƌƐĞdžƉĞĐƚLJŽƵƚŽďĞĐůŽƐĞ͘zŽƵ ũƵƐƚŶĞĞĚƚŽƚƵƌŶƚŚĂƚŝŶƚŽĂŶĂĚǀĂŶƚĂŐĞ͘ dƌLJƐƚƵī͕ďƵƚƌĞŵĞŵďĞƌĂůƐŽƚŽĐŚĞĐŬŚŽǁŝƚ ǁŽƌŬƐ͘hƐĞLJŽƵƌĂƵĚŝĞŶĐĞ͟ “that is important is to deliver appropriate bingo game play. “The operators that succeed understand which game oīering they should make available at various Ɵmes of the day, and for which player types: is it quick and rapid, with a lot of winners, quickly changing game types, lots of chat and interacƟvity or more relaxed, longer game plays, focusing on jackpots, enjoying the environment, the use of wellͲknown chat hosts being there supporƟng the atmosphere without disturbing͍” nd how does this marry with the mobile strategy͍ “tith the advent of mobile,” says >aurelli, “we now have the ͚on the go͛ player, thus the need to create speciĮc games for mobile users like &riend hallenge or High Speed ingo. “I would say that you should try stuī that you know works to keep interest in the game play. eing in bingo is the most rewarding job there is, since you are always close to feedback. Use that!” He conƟnues: “Your players expect you to be close. You just need to turn that into an advantage. Try stuī, but remember also to check how it works. Use your audience. They are there. They react and have opinions but most of all ʹ they are most oŌen very happy to contribute. Dake use of the ability, and in many cases players expect diīerent promos or games to be tried.” The most social of games requires a socialͲ style approach, says >aurelli, who thinks operators and developers should be engaging with a player base that is oŌen happy to reach out. “Try diīerent game types at diīerent Ɵmes for diīerent player segments,” he says. “Try diīerent promoƟonal campaigns. hange the look and feel, but do it with a clear intent. nd as always, do evaluate. Indeed give the feedback to the players so they can see what the rest of the players thought, make votes open. on͛t just keep the results within the business Ͳ include your customers in the feedback loop. “<eep it simple,” enthuses >aurelli. “Start small, but if anything ʹ begin trying it all out! Kf course to be able to do all this, you need soŌware that is Ňexible to frequent changes on the Ňy. Something we at NYy are very proud to deliver.” www.intergameonline.com iNTERGAMINGi Issue 2 2014 35
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