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<blockquote data-quote="Sholari" data-source="post: 2628358" data-attributes="member: 6059"><p>In all honesty, that's a fair comment. I don't have a bunch of detailed data, though, I really wish I did. I have my intuition, my professional opinion, and evidence I see on the street. I just hope someone out there whether that be GAMA or WOTC is looking at the long term metrics, as well as direct short term sales. </p><p></p><p>I do know that things like new player recruitment, group formation, and group activity level are important activities to promote. Elevated levels of these activities will likely create more sales for everybody. If you look at the gamer lifecycle as a process, the ideal case would be a huge pipeline of new recruits, seamless group formation, a high level of gaming activity within groups, and perfect retention. Although this isn't feasible in the real world, to the extent that you can minimize constraints and obstacles to these things you would have a much bigger resevoir of gaming activity, which in turn would lead to sales. For example, what are the constraints to bringing new people into gaming... is it social stigma, is it the price point to try it out, is it difficulty finding a group, is it complexity of the rules, etc. If we could identify the top three than we can figure out what to do about it and see if we can move the needle on new player recruitment.</p><p></p><p>The real competition isn't within the gaming industry, it is with other forms of leisure activity outside of the gaming industry. As an industry gaming needs to be a lot more streamlined and be in better fighting weight to take on these other competitors. As they are improving a lot more quickly than the gaming industry as a whole.</p></blockquote><p></p>
[QUOTE="Sholari, post: 2628358, member: 6059"] In all honesty, that's a fair comment. I don't have a bunch of detailed data, though, I really wish I did. I have my intuition, my professional opinion, and evidence I see on the street. I just hope someone out there whether that be GAMA or WOTC is looking at the long term metrics, as well as direct short term sales. I do know that things like new player recruitment, group formation, and group activity level are important activities to promote. Elevated levels of these activities will likely create more sales for everybody. If you look at the gamer lifecycle as a process, the ideal case would be a huge pipeline of new recruits, seamless group formation, a high level of gaming activity within groups, and perfect retention. Although this isn't feasible in the real world, to the extent that you can minimize constraints and obstacles to these things you would have a much bigger resevoir of gaming activity, which in turn would lead to sales. For example, what are the constraints to bringing new people into gaming... is it social stigma, is it the price point to try it out, is it difficulty finding a group, is it complexity of the rules, etc. If we could identify the top three than we can figure out what to do about it and see if we can move the needle on new player recruitment. The real competition isn't within the gaming industry, it is with other forms of leisure activity outside of the gaming industry. As an industry gaming needs to be a lot more streamlined and be in better fighting weight to take on these other competitors. As they are improving a lot more quickly than the gaming industry as a whole. [/QUOTE]
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