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Gamers have a tendency to love video games that give them rewards, Almedia examine reveals


Gamers who obtain rewards for taking part in or downloading a sport are likely to really feel extra positively in direction of the sport and usually tend to suggest it, in accordance with a examine performed by consumer acquisition firm Almedia. That is very true, in accordance with the examine’s findings, if the reward in query has tangible worth exterior of the sport, corresponding to money or present playing cards. Customers are 76% extra more likely to suggest a sport from which the participant has obtained such a reward.

The examine defines “real-world rewards” as objects with tangible worth exterior of the sport, corresponding to money or present playing cards. “In-game rewards” are digital objects with worth within the sport’s financial system. Almedia’s examine — the second a part of one on rewards — was performed by Atomik Analysis utilizing 2,003 cellular players within the US and UK. 50% had obtained real-world rewards for taking part in video games, whereas the opposite 50% had obtained in-game rewards. It’s price noting that the examine didn’t supply any information on players who’d obtained no rewards for taking part in.

Out of the gamers who obtained 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 under consideration when making an attempt out new video games.

Of the gamers that obtained in-game rewards, 58% stated they’re more likely to play a sport in another way in the event that they obtained tangible rewards, whereas 65% stated they’re extra more likely to attempt a brand new sport if it provided such advantages. 75% of all players surveyed stated they might really feel extra constructive about video games providing such rewards, and 42% stated they’d be extra more likely to play cellular video games for rewards or incentives.

Person acquisition and consumer advantages

Now, the findings themselves will not be notably stunning — after all players would discover an exercise interesting if it provided them some type of real-world reward. Nonetheless, it’s indicative of evolving participant attitudes in direction of types of cellular monetization. Gamers at the moment are extra more likely to want rewarded gameplay, notably in the event that they’ve skilled it in different video games. Almedia itself operates the Freecash platform, which affords customers a method to earn rewards for gameplay.

Almedia’s examine discusses the results of those elevated expectations on each players and builders. 95% of devs who’ve run reward-based consumer acquisition campaigns stated they really feel it provides them a aggressive benefit, and 82% stated these campaigns outperformed different UA campaigns.

Moritz Holländer, Almedia CEO, stated within the assertion, ”Our deep examine of players clearly reveals that there’s a voracious urge for food for rewards throughout the cellular video games trade. 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 players select what they play based mostly on rewards – and likewise rewards’ capability to foster worthwhile 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 separately the place sport studios face limitations to buying and retaining gamers in a extremely aggressive market.”


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