This website stores cookies on your device to improve your website experience and provide more personalized services to you on this website and through other media. To find out more about the cookies we use, see our Cookie Policy.If you click "Accept", we will use your information to serve you better with improved and customized services and for marketing purposes. If you click "Decline", we will not track your personal information on the website except to the extent required to honor your preference so that we do not have to cause inconvenience by asking you to make this choice again unless you clear the cookies.Learn more

Level-Up : Conversations with Friends & Developers: Episode IV with Cashplay

Posted on February 13, 2015
By Kaavya Kasturirangan

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? ☺

George1.jpg

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 for them.

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 addictive.

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?

GE: Peer-to-peer 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 targeted? Why?

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.