Thursday, March 13, 2025

Gamers have a tendency to love video games that give them rewards, Almedia research exhibits


Gamers who obtain rewards for taking part in or downloading a recreation are likely to really feel extra positively in direction of the sport and usually tend to advocate it, in line with a research carried out by consumer acquisition firm Almedia. That is very true, in line with the research’s findings, if the reward in query has tangible worth outdoors of the sport, comparable to money or present playing cards. Customers are 76% extra prone to advocate a recreation from which the participant has acquired such a reward.

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

Out of the gamers who acquired 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 acquired in-game rewards, 58% mentioned they’re prone to play a recreation in a different way in the event that they acquired tangible rewards, whereas 65% mentioned they’re extra prone to attempt a brand new recreation if it supplied such advantages. 75% of all players surveyed mentioned they’d really feel extra optimistic about video games providing such rewards, and 42% mentioned they’d be extra prone to play cell video games for rewards or incentives.

Person acquisition and consumer advantages

Now, the findings themselves usually are not significantly shocking — in fact players would discover an exercise interesting if it supplied them some type of real-world reward. Nevertheless, it’s indicative of evolving participant attitudes in direction of types of cell monetization. Gamers at the moment are extra prone to want rewarded gameplay, significantly in the event that they’ve skilled it in different video games. Almedia itself operates the Freecash platform, which presents customers a technique to earn rewards for gameplay.

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

Moritz Holländer, Almedia CEO, mentioned within the assertion, ”Our deep research of players clearly exhibits that there’s a voracious urge for food for rewards throughout the cell 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’ potential to foster invaluable long-term relationships between gamers and video games. It’s a complete rewrite of how and why customers have interaction with gaming content material, and a much-needed one after the other the place recreation studios face limitations to buying and retaining gamers in a extremely aggressive market.”


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