Professional Documents
Culture Documents
Entertainment Preferences & Motivations
Entertainment Preferences & Motivations
The Plan
Problem Definition: To understand what influences peoples entertainment choices
and how that relates to slot gaming.
Research Goals:
Discuss entertainment broadly avoid inducing bias of my gambling end goal
Understand where gambling ranked so it could be compared to opposing choices
Understand the 5 Es of their choices
Understand how entertainment choices change through life progression/phases
What constraints and motivators are involved
How does the distribution channel affect choice
Appreciates sophistication
Nostalgia of college
Involving the 5 senses
Challenging (mental & physical)
Sally
Visual sophistication
Caring preparation
Difficulty seeing, and
need bright lighting
Senior, retired
Age 70, Chicago
Husband, 3 kids
Johns mother
Spousal alignment
Time poverty
Physical aging
Memory fading
Newspaper
Spouse
Friends
Sallys walkthrough
John
Lots of life changes
lately, which have
influenced his
entertainment choices
Money
Time poverty
7
Gen X man
Age 37, Chicago
Wife, 1 child
Sallys son
His daughter
Tech blogs
His intuition and
preconceptions
Relaxation
Time with family
TV is probably first
cause we can do it as a
family, and I remember
gathering as a family to
do it growing up
i-phone games
because it is
convenient when I have
time
Social experiences
Surrogate siblings
Live drama and plays
karaoke
Lucy
Digital
Her smartphone
Artistically customized
Millennial woman
Age 21
Chinese student
In US for masters
No siblings
Time poverty
Language concerns
9
friends
Subtitled content
grandmother
Themes
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Constraints
Motivations
Nostalgia
Phases
Goals
Tools
International
Millennials
Gen X
Boomers
Constraints
$ (low income)
Time
$ (expenses)
Kids
Physical
Cognitive
Done it
Home-bound
Spousal alignment
Motivation
Friends
Want siblings
Free time
Kids asking
Friends doing it
Learn culture
Fight boredom
Pass time
Goals
Learn culture
Socializing
Exploring
Bonding
Family time
relaxation
Sophistication
Immerse 5 senses
health
Tools
Smart phones
Kids
Friend available Nostalgia
Newspaper
Social circles
Spouse
Nostalgia
Caretakers
12
Seniors
Constraints Framework
Time
Gardening
Bingo
Basement poker
Soap Operas
Reading
Boomer
TV
Casino
Theatre
Golf
Fine Dining
Money
13
Millennial
Partying
Play sports
Movies
Cards
Watch sports
Hiking
Gen X
Water parks
Fantasy Football
Free apps
Ability
(youth)
(tech)
Phases of Entertainment
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Insights
1. Money, time, and ability seem to be the most immutable or unalterable
constraints around choosing forms of entertainment.
2. There are unalterable and alterable factors. The unalterable may correlate to
life stages and seem to be accepted and not dwelt upon; while the alterable
factors are the main drivers of choice within that life stage.
3. As life stages change, unalterable constraints change and influence the
entertainment options you have to choose from.
4. Nostalgia and family influence is a powerful motivation towards entertainment
behaviors and choices.
5. Cultural anomalies (Chinas 1 child policy) can motivate entertainment
anomalies to thrive, and must be considered when entering that market.
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Implications
Why it matters:
Younger demographics may have unalterable constraints keeping them from
gambling in casinos, and no amount of product alteration or advertising will
change that. Older demographics may become unable to gamble in casinos, but
find online slots offer them what they found in the casino without having to leave
their comfort zone.
Follow up Study:
Create a secondary research study to determine: How are the constraints and
motivations of entertainment choices correlated to life phases?
How might we best create a gambling offering that anticipates these factors and
progresses with them through lifes phases?
How might our product offering need to alter to suit differing cultural norms?
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Secondary Research
Entertainment Trends
NPD - EntertainmentTrends2012
Entertainment-trends-2011
Top-ten-entertainment-trends-for-the-21st-century
Social Class Determinants of Leisure Activity
Ian Bogost Cow Clicker
Life Phases
Economies of Scale in the Household: Puzzles and Patterns from the American Past
Eriksons Psycho-Social Stages of Life
The Impact of Life Stages on Media Choices ETC
Time Budgets and Consumer Leisure-Time Behavior
17
Appendix
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Design Goals
Problem Definition: To understand what drives entertainment choices and how that
might affect their perception of slot gaming.
Define how a gaming company should expand its product offering. old statement
Should it be new games for the existing demographic, or has that format been
saturated, with little hope of engaging non players with the same form of
entertainment? Do we need to reinvent our product format for a new demographic
to grow, or is our product misperceived? Will new legislation involving distribution
channels attract new players, or only appeal to existing players?
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Research Goals
Research Goals:
a.
To initiate discussion around the broad topic of entertainment to reduce biased responses that may have
occurred if the early discussion focused on gambling more specifically. An early card sort will be used to
determine preferences (positive or negative) for gambling and then balance the discussion around it.
b. Understand how gambling is perceived by a broader audience including gamblers and non-gamblers.
c. Review the 5 Es (enticement, enter, engage, exit, extend) of chosen forms of entertainment across different
age groups, and within families or social circles.
d. Understand the users life progression and how it has affected their chosen forms of entertainment
i. Howd they get attracted to it, what keeps it being valued, will they continue, is there a player journey?
ii. How have their entertainment choices changed as theyve progressed though different life stages.
(Gambling is not a legal option during early stages, so how is it typically introduced?)
e. What is their frequency of engagement, how did it come about being set that way? What are the
constraints or factors determining it?
f. Understand how the distribution channel of entertainment relates to the persons general entertainment
and social preferences. Are all their choices similar, ie. They like public venues and group participation as
compared to solitary and more private venues, channels, or interactions.
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Methods (why)
Methods used:
Card sort reduced bias potential of directly targeting questions on gambling
Home walkthrough to reaffirm the card sort responses and pull more details
Impromptu interview to quickly get high level reactions to gambling
entertainment
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Card set 1
Card set 2
Card set 3
Card set 4
Last card of 13
Themes
Themes, description, evidence, implication:
What themes came out of research
Tools influence entertainment choices, and tool choices change with age and
its constraints
Constraints influence entertainment choices, and they predictably change
with life phase changes
How did they prompt this framework
What evidence backs up these assertions? Pics, statements, etc.
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Debrief
Outline
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