At InMobi we love games. Interestingly, we are also a collection of people who love talking and conversations. Put the two together and you'll know what our new blog series "Level Up : Conversations with Friends and Developers" is all about. We intend to create a cozy nook on our little blog where we catch-up and talk shop with our developer and non-developer friends. Do chime in; did I mention we love participation as well? ☺
The holidays are
woefully past us. January has been a blur of activity and we are only just
getting started with 2015! I took a few minutes out of our hectic brainstorming
meetings, content planning discussions and the like to sit down with George
Everly at Cashplay to talk about competitive gaming, cash rewards for playing
endless runner games and how developers ought to start focusing and creating
specific games for the 30+ segment.
KK: Tell us a
little about your company and what you do
GE: I work as a
Business Development Director for Cashplay.co. We are a mobile game
monetization platform that enables gamers to play against one another in a
tournament format to win real money. In short, if you and I want to play our
favorite mobile game for money, we can. As long as the mobile game is skill
based (and fun of course) we partner with relevant third party developers.
Essentially, I bring developers and their e-sports skill games onboard our
platform, increasing their overall engagement and generating greater revenues
KK: What category of games do you predict will be globally popular in 2015
GE: This year (2015),
with a bit of bias, I see competitive skill based games (sports-based, endless
runners, puzzles, etc.) becoming even more popular than they have been. Mobile
games are in many ways a brief escape from reality and people are
going to look for games that are simple to play, brief in nature and highly
KK: When we think
of gaming, the image in our minds is mostly teenagers. Do you see a trend in
peer-to-peer gaming that is different?
gaming is becoming more and more an expected mode of play among gamers of all
ages. There was once a time, long ago (like 15-20 years), where playing live
games with and against your peers was quite uncommon. Today it is to be
expected that your game has the ability connect users to play versus one
another - one vs. one or multiplayer. I would expect peer-to-peer gaming to
grow across the age demographic spectrum significantly as time goes on.
KK: Is there an audience
segment of gamers that has been ignored so far by developers or at least less
GE: Yes. The
male/female 30+ segment of gamers is seemingly more overlooked than those
younger than them. In my humble opinion, this is because mobile gaming is
generally viewed as a "youthful activity". However, everyone is
young at heart and like to play games and with more and more "older"
people technologically literate, I believe there is a great deal of opportunity
within the 30 & over crowd of gamers.
KK: How can an
indie explore and exploit the global phenomenon and
target scattered audiences that enjoy casual games since really a
teenager in US playing a casual game is just like a 50 year old woman in China
where the game is concerned, right?
GE: Leveraging social
media (Facebook, Twitter, Instagram, etc.) and being creative in engaging in
the social space are of utmost importance when targeting scattered audiences.
It is even more important to be able to accurately identify your target
audiences are before reaching out to them. When these scattered audiences
do come together at events like game nights it would behoove indie developers
to have their games highlighted and engaging these audiences as well.
KK: The app store
is only getting more crowded. How can an indie promote their game without
spending too many marketing dollars?
GE: My answer in the
previous question partially answers this one. Cross promotion with other
developers and/or companies such as us could
be a very effective and inexpensive way to get good indie promotion. Attaching
your game with those who already have networks that would be interested in what
you have to offer is always a great method of operation as long as you are
bringing something of equal value to the table.