Casual Massively Multiplayer Online gaming is not only a mouthful of words it’s also very, very big business and success is to be measured by the level of engagment experienced by the users and not by large numbers of click throughs.
What constitutes immersiveness with casual MMOs?
Any place where a number of people gather online and there’s some kind of loose game structure and the game itself has shorter ‘compulsion loops’: eg could even be Club Penguin A casual MMO virtual world such as Gaia is built around a community and enagement between the users themselves is very important.
However, virtual worlds where you walk around using an avatar has become incredibly competitive over the last year, its very crowed but there are other opportunities such as Facebook games or Pmog.
Not being 3D has a lot of benefits as it reduces the barrier to entry, you don’t have to download anything. It’s the engagement that matters if these worlds are immersive enough they can be made in html.
Immersive is the right world to focus on, as is engagement eg Puzzle Pirates. Immersion is much deaper than just a tool. 3D experience isn’t everything, the experience and sence of place is important and can be done on html because the experience happens in your mind not in the graphics. Graphics don’t matter, the mind models the situation. Tweens and teens are less graphically sensitive as we get older we demand more graphic details.
Core demographic:
For Gaia on line mid to late teens 15- 20
Mind Candy Moshi Monsters virtual pets 7-12 year olds with secondary of any older age.
Club Penguin 4-7
Habo Hotel tweens teens
Puzzle Pirates is below 13 but officiallly its over 13.
Above 25 is where the most oppotunity for growth is. College kids building their social lives on line, for that age group it becomes more about building their own personal identity that equals a very different type of product for that demographic. Experimenting with identity is tradional for casual MMOs so why be different? Core demo for WoW and Guitar Hero early to mid 20s, taking the demo mainstream and pick up on people who have grown out of Club Penguin.
Moshi Monsters is not as niche as WOW because more mainstream themes will have much bigger user numbers. So things like dancing and pets are a much bigger market even than sci-fi or fantasy.
Successful multiplayer games for females are a very good idea for attracting large user numers. There are many opportunities for girls’ casual MMOs, this is a very big market.
6-10 year olds is a big sector but a tough one to crack. What people are not being served? Having a specific focus is important, bringing needed stuff to a focussed demographic.
Big brand competition -Disney - Tinkerbell, Pirates of the Caribbean online, Barbie online very successful. But it’s unique users that matter and how often they come back. Building on-going engagement is what matters and there is a lot of hope for small start-up companies in this market.
Mind Candy with Moshi monsters creates a rich emotional relationship between audience and their pet and also an educational element - the pet sends you puzzles everyday and the parents and teachers Mindy Candy have spoken to are very keen on this.
How do we make money from this business?
The panel concentrate on virtual goods for sale and subscription, or mixing of the two:
virtual item sales - users expand the kinds of things they can do within the game of gaiaonline.com and what they can do witht heir friends by buying virtual items. Gaia also makes money from trading of virtual goods, virtual cash and evolving items - they start as one thing and turn into something else - Gaia makes a million dollars a month from virtual goods. There’s also a strong opportunity for syndicating virtual goods ie they can be used across different games. Gaia has 5 million users a month.
Subscription rather than micro payements is much more popular with the younger audience because its easier for the child to ask their parent to pay once with their credit card. This is a multi million dollar business and rather than with regular real world retail, web companies can start small and grow rapidly.
Should you charge for all of game play or make game play free and charge only for enhancement elements? Both can work.
Sponsorship:
Gaia - $75K to £200K sponsorships for three months
It’s a fine balance between user engagement and pushing brands too much. try to bring in sponsors who bring in intereesting, cool stuff for the users.
Another idea is having user competition for them to design items themselves.
Tie in how the users engage with the sponsorship, define the success around engagment rather than click throughs and all that.
In next ten years kids who grew up on Habo and Club Penguin will be in the work place. We still make a distinciton between real life and virtual life but as these young people age they won’t have the distinction. They will have the same collector motoivations but they will maintain their lack of distinctions between real and virtual goods to purchase. Teachers giving homework in these worlds is allready happening in Asia and will continue to grow everywhere. Culturally, virtual worlds engagement will grow and grow.
lightspeeddvp.com
freeroplay.biz
conduitlabs.com
moshimonsters.com (Mind Candy)
gaiaonline.com