Knowledge of Generational Differences Increases Gaming Profits
Is it really important to know about age differences amongst your gaming customers?
Only if you want to keep customers of all ages coming back.
Player development is an important goal of any gaming establishment and repeat
business is required to meet this goal. Gambling is a form of entertainment enjoyed
by adults of all ages. While much research has been conducted on gambling
behavior, empirical research on the topic of gambling behavior in specific age
groups is quite limited. Is it really important to know about age differences
amongst your gaming customers?
Only if you want to keep customers of all ages coming back.
In order to increase intent to return, it is important to be knowledgeable about
each segment of your target market. So how do you get this knowledge? Knowledge
comes from two sources - experience and science. Much of the knowledge each of us
has about age differences comes from our own personal experience. We have all
interacted with people of various age groups in our families, friendship
groups, at work, and in our neighborhoods. Your knowledge of older adults may be
based on observations of your parents or grandparents. What you know of young
adults may be based on your own current experiences or memories of your past. You
may also have knowledge of generational differences gleaned from discussions with
others or from your own exposure to different forms of media such as
television, movies, newspapers, or magazines.
Unfortunately, knowledge gained from personal experience, our "common sense", is
limited and incomplete. Most college students are required to take an introductory
course in psychology, the science of behavior. Many of these students expect this
course will be an easy "A" because they believe psychology is simply common
sense. Any psychology professor will tell you that the first exam is a real eye
opener for these students. Psychology is a science and scientific knowledge can
only be gained through scientific research, not personal experience. Only through
employing scientific methods can you gain unbiased knowledge of human behavior.
Even without consulting the research, we know that attitudes and behaviors are
influenced by the generation in which we grow up. Our society uses labels to
identify groups of people based on generational effects. For example, the
label "baby boomers" is used to identify individuals born between 1946 and
1964. Baby boomers were the first generation to grow up with television. Since
they did not experience the Great Depression, baby boomers tend to be
economically optimistic. They are usually well educated and comfortable with
technology since they grew up in the era of computers. Baby boomers are an
important part of any market because they are typically big spenders.
Baby boomers will soon begin to acquire the status of "senior citizen." Senior
citizens represent an important segment of the target market for a gaming
establishment and this segment deserves special attention. According to the
U.S. Census Bureau, 13.2% of the population will be over 65 years old by the
year 2010 and 16.5% will be over 65 in 2020. Not only are senior citizens
increasing in number in the U.S., they are also faring better financially
today than at any time in recent history. Once the poorest age group in
society, seniors are now much less likely to live in poverty, and they have
more disposable income. Also noteworthy is their improved health status. Life
expectancy in the U.S. has never been higher and improved medical care also
provides seniors with a better quality of life. The end result: seniors have
more leisure time available to enjoy their wealth; money that many of them
are spending on gaming. In an article published in the Journal of Gambling
Studies, Dennis McNeilly and William Burke note that for a significant
number of retired adults, gambling has become a new form of recreation and
entertainment.
People born between 1965 and 1980 are referred to as Generation X or Gen
X-ers. Gaming customers from this generation are now in young and middle
adulthood. Generation X grew up with both parents working and thus became
self-reliant. Individuals from Generation X want to control their own
destinies and experiences. As customers, Gen X-ers are more volatile than
previous generations and higher-maintenance. They desire immediate
information and are sophisticated in their approach to filtering that
information even when it comes from numerous sources. Many Gen X-ers
research products before they consider a purchase.
Generation Y is used to categorize individuals born between 1981 and
1995. People from the earlier years of this generation are now coming of
age for gambling. Unlike previous generations, Generation Y has been
pampered. They have also been nurtured and programmed with a slew of
activities since they were toddlers. As a result, they are high-maintenance
and high-performance. Generation Y, compared to previous generations, is
less likely to respond to traditional command-and-control management. They
have a speak-your-mind philosophy and they are not afraid to challenge the
status quo. Generation Y is also more racially diverse; one out of three
consider themselves non-Caucasian. Marketing successfully to Generation Y
members requires using more involved techniques than the traditional
techniques used to attract their parents. Generation Y is attracted to
products and services they perceive as hip and popular, but not too
commercial.
In spite of their differences, all of the generations discussed above are
potential customers for the gaming industry. Information about the
characteristics of Generations X, Y, and Baby Boomers is interesting and
gives you some appreciation of generational differences, but it is of
limited usefulness for marketing purposes. More specific knowledge is
needed to improve marketing efforts and increase intent to return for
customers of all ages. Research can give you this knowledge. Conducting
research is like watching an artist creating a painting. The artist starts
with a blank canvas. When you look at this blank canvas, you realize the
possibilities are infinite; neither the artist nor the observer knows
exactly how the end result will appear. The artist may have some idea, but
the image the artist has in mind when beginning to paint may differ in
many ways from the end result. When a scientist decides to conduct
research, the first step is to identify a research question. What is it
I want to know more about? Let's say we want to know more about
generational differences in gaming customers. Identifying our research
question also involves what scientists call a literature review, conducting
a search of the available literature to learn what other scientists have
already discovered. Perhaps someone else has already answered your question
or a similar question. Often the scientist gains information that will help
narrow the research question and direct the research. So what does the
available literature tell us about generational differences in gaming behavior?
Not Much.
As we turn to the available literature, it is like watching the artist begin
to take paint from the palette and apply it to the canvas. We begin to see
shapes take form, but we still have little idea what the end result will
be. As the artist continues to apply paint to the canvas, in what may seem a
random fashion to the observer, the image may be confusing. A patch of green
may, at first glance, appear to be a tree, but moments later appear to be a
bush. Reviewing the scientific literature on a topic can lead to a similar
experience as different studies on the same issue can have conflicting results.
Looking at the research on gaming behavior in older adults, we learn from Joni
Vander Bilt, in a study published in the Journal of Gambling Studies, that
among older adults, gambling can serve as a community activity that brings
people together. Older adults who gamble were also found to have greater levels
of social support. Participants in the study who gambled were more likely to
report that they had people to talk to and meet with as often as they liked
when compared to participants who did not gamble. In another study on later
life gambling conducted by Dennis McNeilly and William Burke, the researchers
found that adults aged 65 and older gambled for relaxation, to relieve boredom
or pass the time, and to get away for the day.
A national survey on gambling participation in the U.S. was led by Dr. John
Welte. This study found that older gamblers gambled as often as younger
gamblers. Yet Dr. Nancy Petry, when comparing older gamblers with middle-aged
gamblers, found that older gamblers wagered on fewer days and B. Grant Stitt
found that the elderly visited casinos more frequently than younger adults! How
can you use such conflicting results to market your gaming establishment more
effectively?
You Can't.
If you want knowledge of generational differences that you can actually
utilize to increase intent to return, improve player development, and enhance
profits, then you need to conduct your own research with your customers. One
of the reasons we find conflicting results in the scientific literature is
because human behavior is very diverse. It varies across different regions of
the country and over time. When you conduct survey research with your own
customers and get the results, it is like the artist has put the final
touches on the canvas and at last you can see the final painting. There is no
more confusion. A scientific survey of your customers can empower you with
knowledge of customers from all age groups. What drives their overall
satisfaction with your establishment and their intent to return? This is
information that you can use to increase profits.
Professionals in the gaming industry realize the importance of being
knowledgeable of generational differences amongst their customers. The
National Business Research Institute, Inc. (NBRI) was recently asked to
conduct survey research for a large hotel and casino chain in order to gain
knowledge of their customers from various age groups. This research revealed
that different factors drive overall satisfaction and intent to return in
older and younger customers.
For customers between the ages of 21 and 45, overall satisfaction was driven
by customers' perceptions of the fairness of the comps earned based on play
for the gaming rewards program. The perceived quality of the food and beverages
offered in the hotel and casino restaurants was a second driving force of
overall satisfaction. Intent to return for these customers was driven by the
perception of a good mix of slot machine denominations. And these customers also
wanted a casino where their gambling budget lasts longer.
Customers age 46 and over were more satisfied when they perceived the casino's
player card program was simple and easy to understand. Overall satisfaction was
also related to the direct mail cash bonus rewards and offers. For these
customers, intent to return was driven by their perception of the casino being
a fun and exciting place. Intent to return was negatively correlated with wait
time. The longer a customer had to wait for hotel check-in or a casino
cashier, the lower the customer's intent to return.
This specific information about generational differences has helped this gaming
establishment tailor marketing campaigns specifically for each segment of their
target market to improve profits. Whether you want to tap into the spending power
of the 78 million baby boomers or the $211 billion earned by members of
Generation Y each year, a scientific survey can provide you with the knowledge
and power to do so.
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