Delivered at Casual Connect Europe 2018. In this talk, Gamblit Gaming CMO and 22 year industry vet, Darion Lowenstein shares lessons learned on transforming mobile games into compelling real-money gambling experiences on casino floors. This session will cover everything from overcoming regulatory hurdles, to the size of the market, to the numerous lessons learned with creating and introducing original hardware. These insights will prove valuable to anyone considering making land-based experiences to capitalize on this burgeoning new revenue stream.
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Mobile to Casino: The Realities of Launching Video Games in Land Based Casinos | Darion Lowenstein
1. MOBILE TO CASINO:
The Realities of Launching Video Games
in Land Based Casinos
29–31 May 2018 | London
2. WHY U THO?
• Currently Chief Marketing Officer at Gamblit Gaming, Publisher of
casual & arcade style real money games for land based casinos
• Supernerd, graduated high school at 14 (#foreveralone)
• Over 23 years in the game industry (scars to prove it)
• Internal & External Producer/Director & VP at Rockstar Games,
Scopely, Electronic Arts, and Activision
• 10 #1 mobile games, 14 top 5 console games including Tribes, Army
Men, Red Dead Revolver, Midnight Club, Table Tennis, Transformers:
War for Cybertron, and on mobile Simpsons Tapped Out, NBA Jam, &
Mini Golf Match Up, Pac-Man, Cut the Rope, Jetpack Joyride
• Sold move sheets for Mortal Kombat 2 & Street Fighter 2 to pay for my
arcade gaming habits at 12 #Dealer “NOM NOM NOM”
4. CURRENT STATE OF
THE MARKET
● The average age of a Las Vegas visitor
has dropped to 44 (from 49 in 2008)
owing to younger crowds.
● 2% of 21-34 year old’s play slot
machines
● “the younger crowds’ dissatisfaction
of slots may be due to… the inability to
engage and elevate each player’s
experience.”
● This led to a 7% decrease in gaming
revenue for FY 2017, although
visitation actually increased to 42
million (from 40 million in 2007).
*Deutsche Bank Markets Research, January 17,
2018 “Reflections of Revenue Trends in Las Vegas”
CONFIDENTIAL
7. • Between 1 to 4 players
• Multiplayer games available for
either cooperative or competitive
play
Model G™ TriStation™
• Single player
• Topper monitor
for advertising
• Multiple games in
Lobby
WHAT & WHURRR
8. • If it worked in a 90’s arcade…
• Not every game will work
• If it ain’t broke….
• New market, same probs - skipping tutorials…
• First to market = trailblazing takes time
• Slot machines = 100 years of experience w no
gameplay change
• Essentially visual representations of math tables
without gameplay
GAMBLING & HIT GAME = EZ?
9. MOBILE TO LAND BASED – A CASE EXAMPLE
Gamblit Gamblified Version
Original Mobile Version (Portrait Mode)
12. So after a year of being live & several thousand
player surveys….?
• Standing out in a casino floor = YAS
• Gameplay footage = HEY GURL
• Familiar or known game? TAKE MY MONEY
• Lack of topper… Eff
• LOTS of couples/friends <3 single player games
• Misconception: young people do not have $
• #1 reason for stopping play is… (NOT $)
• Average player = ?!?! = Ambassadors
• International appeal is high
• Just assume everyone is… DRUNK
CUSTOMERS?
13. • Good game = long play session
• Making UI an arcade experience = KEY
• Casino games average a 5-10 year lifespan
• Stakes are much higher when it’s REAL MONEY
• No internet connection = no live updates
• LTV of a gambling player – MUCH higher
• EVERYONE is a paid player
• Freemium = Free booze
ALL ABOUT THE GAME!