Are
You Selecting The Appropriate Games
For Your Guests?
Gerald J. Merola, Jr.
Amusement Entertainment Management, LLC
Email: Profitwizz@aol.com
***SEE NOTE AT BOTTOM***
These days, it seems as though the "information super highway"
has permitted both small and large businesses to analyze anything
and everything about their customer base, from effective target
marketing to the profiling of would-be consumers. It has come to
the point where most of today's manufacturers of consumer goods
are designing products to effectively reach niche markets, using
specific criteria to describe their ultimate purchasers such as,
"male age 34-39 with 2.2 kids, a family income in excess of
$75,000, a B.S. degree, and who buys fertilizer 1.9 times per year.
For years, marketing experts have embraced niche-specific advertising
campaigns on the theory that fewer advertising dollars would be
wasted by avoiding contact with the wrong potential purchasers for
a given product. You might be asking, "how does this relate
to amusement games?" In short, the type and style of games
in which you or your operator select for an entertainment facility
will dictate the type of consumers that will ultimately utilize
them.
Now that our industry has blossomed to include the childrens entertainment
center, edutainment center, adult entertainment center, and the
more traditional family entertainment center, special care should
be taken to insure that the amusement game portfolio is consistent
with the desires of the facility's guests. If you're operating a
childrens center, do you know the physical and mental capabilities
of children in each of the various age groups that you're catering
to? Have you selected games that are too easy or too complicated?
Does the current game lineup include game units that contain violent
content that would detract from the facility's main theme or message?
To answer the above questions, it's best to start by defining the
age groups most likely to visit the facility. This will typically
be dictated by the type of core attractions present, such as soft
play units, indoor rides, arts and craft stations, beverage concessions
(such as alcohol), and food offerings. The pricing structure and
operating format will also play a part, with some facilities requiring
age minimums (as in the case of adults) and/or high-end pricing
for food and attractions. Let's say that, for the purpose of example,
our center is designed to appeals to children from age 3 to 12.
How can we select a game portfolio that provides enough for everyone
without alienating, offending, or ignoring anyone? To help us arrive
at a supportable conclusion, here's a summarized list of common
traits among the age groups we're targeting:
Age
3
- recognizes three colors
- can match colors
- enjoys guessing games |
Age
4
- wants to test self
- cooperates in groups of two or more
- throws ball 10-15 feet |
Age
5
-enjoys group games
-insists on four players
-likes to display knowledge and skills
-likes to use fine motor skills
-likes active games
-throws ball 44 feet (boys); 25 feet (girls) |
Age
6
-enjoys group play
-better sense of others
-small group play against one another
-enjoy games with simple rules
-high motor skill improvement
|
Many redemption games will serve as favorites for these age groups,
such as Cyclone, Smoken Token, Loose Change, Skeeball/Iceball, Ribbit
Racin, Spider Stompin', Pirates Revenge, and Round n Round, to name
a few. These games offer an easy learning curve that permits the
3 to 6 year old to grasp the goal quickly and achieve reasonable
success the first time out. The required motor skills needed by
the child to play these games is not high, however they are high
enough to encourage repeat play, especially for those whose aspirations
are to achieve an improved score.
Children between age seven and age ten seek games that offer a
higher level of interactive entertainment and demand higher levels
of skill, which may include enhanced reasoning, motor, or aptitude
capabilities. Below is a listing of common attributes and preferences
of these age groups:
Age
7
-ability to relate to the world of skills and tools
-group games important
-involved in improvement of physical skills
(e.g. - hand/eye coordination)
-like group games with sides, not actual team
games |
Age
8
- enjoy games they can both observe and participate in
-increased interest in competitive athletics
|
Age
9
-fair amount of organization in games
-children play in pairs or groups, but not
groups of three
eye-hand coordination levels off |
Age
10
-active play is paramount
|
Many children in these age groups enjoy the competition associated
with games such as Cruisin' The World, NFL Blitz 2000, and NBA Showtime,
or the coordination required for Big Haul, Super Shot Basketball,
Treasure Falls, or Tower of Power. Multi-player games are well-received
by these age groups, and promote friendly competition, particularly
on models that have linking capabilities.
The real challenge then, is to keep the pre-teen interested in
what you have to offer, particularly the eleven and twelve year
olds, who have become somewhat independent, but still fall under
the watchful eyes of their parents. These pre-teens have something
to prove to the world and to themselves, and seek games and entertainment
that satisfy their quest for new experiences. Common traits of these
age groups are as follows:
Age
11
-competition becomes more intense
-spurred by great appetite for new experiences |
Age
12
-tremendous intellectual growth
-natural urge to exercise intelligence
-enjoys athletics and games for their own
-sake, not so much for the competitive involvement
|
What games will appeal to this group? Perhaps Interactive Light's
Kick It, Devecka's Drumscape, or Nova's Addams Family Generator.
Many of the males in this age group are intrigued by sports, gun,
and fighting games, such as Silent Scope, House of the Dead II,
Tekken Tag, Top Skater, and Crisis Zone. This is not to say that
these players will not utilize other equipment such as Triple Jam
Basketball, 18-Wheeler, and others but rather, that their focus
has changed somewhat to include games of higher skill and perhaps,
of more mature content.
Now might be a good time to confirm the typical age groups that
are frequenting your facility, as they may have changed over the
last few years. Earnings trends from the amusement game portfolio
will also help to identify the preferences of the guests, and when
reviewed in conjunction with age-related attendance data, can provide
a sound basis for purchase decisions in the future. Understanding
the needs of the guest is just one more strategic advantage that
will help to separate your entertainment facility from the rest
of the competition.
NOTE: Information relating to the attributes of various age groups
was obtained in part from research and findings published by Dr.
Jack Samuels, a professor at Montclair State University, Montclair,
New Jersey. |