Entertainment Preferences & Motivations

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    EntertainmentWhat do people desire and detest?

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    Who was interviewed (why)

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    Sally: senior woman still

    socially active with husband

    and kids in Chicago area

    John: Sallys son, mid

    30s, IT professional,

    married 1 childLucy: Chinese, female,

    millennial, digital artistSally and John were chosen to study how families may

    pass entertainment preferences down to the next

    generation.Lucy was chosen to

    get international

    responses into the

    study early enough to

    influence follow up

    research.

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    Sally

    Appreciates sophistication

    Nostalgia of college

    Involving the 5 senses

    Challenging (mental & physical)

    Newspaper Spouse

    Friends

    Learn new cultures

    Memories for scrap books

    Good discussions with

    social circle

    Spousal alignment

    Time poverty

    Physical aging

    Memory fading

    Visual sophistication Caring preparation

    Difficulty seeing, and

    need bright lighting

    Senior, retiredAge 70, Chicago

    Husband, 3 kids

    Johns mother

    Sallys empathy map

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    Sallys card sort

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    Used to watch soaps

    cause had the kids at

    home and they were

    on everyday.

    Nostalgia for college

    drives her to watch

    football, something she

    said shed otherwise only

    do under duress.

    Nature involves her

    5 senses.

    done cruising, seen it all.

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    Sallys walkthrough

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    Her kitchen table is

    her smartphone. TV

    listings help her plan.

    Theyre taking multiple

    medications, and her

    husband gets

    disoriented if out of hisreference point

    (home). Traveling is

    now harder, and home

    based entertainment a

    plus.

    The nostalgia of growing

    up with a piano keeps a

    piano in the house that

    she rarely plays. Itcomforts me knowing it is

    there.

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    John

    Relaxation

    Convenience

    Nostalgia of childhood

    His daughter Tech blogs

    His intuition and

    preconceptions

    Relaxation

    Time with family

    Money

    Time poverty

    Lots of life changeslately, which have

    influenced his

    entertainment choices

    Gen X manAge 37, Chicago

    Wife, 1 child

    Sallys son

    Johns empathy map

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    Johns card sort

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    The common thing

    across my top 5 is

    relaxation

    Id go to the movies all

    the time if I could afford

    it, I like the immersion

    i-phone games

    because it is

    convenient when I havetime

    I like cards cause we

    used to play with my

    parents as kids

    TV is probably first

    cause we can do it as a

    family, and I remembergathering as a family to

    do it growing up

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    Lucy

    Social experiences

    Surrogate siblings

    Live drama and plays karaoke

    friends Subtitled content

    grandmother

    Learn new cultures

    Sharing her culture

    Social bonding

    No siblings

    Time poverty

    Language concerns

    Digital Her smartphone

    Artistically customized

    Millennial womanAge 21

    Chinese student

    In US for masters

    Lucys empathy map

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    Lucys card sort

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    Here, let me send you a screen

    shot of my apps to show you

    what I do

    It is a personal ethnographic

    snapshot

    You need a K-TV card.

    It is a top thing to do.

    Chinese like to do group

    activities, probably

    because we dont have

    siblings.

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    Themes

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    Constraints

    Goals Tools

    Motivations

    Nostalgia Phases

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    Entertainment & life phases

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    Themes International

    Millennials

    Gen X Boomers Seniors

    Constraints $ (low income)Time

    $ (expenses)Kids

    PhysicalDone it

    Spousal alignment

    CognitiveHome-bound

    Motivation Friends

    Want siblings

    Free time

    Kids asking

    Friends doing it

    Learn culture

    Fight boredom

    Pass time

    Goals Learn culture

    Socializing

    Exploring

    Bonding

    Family time

    relaxation

    Sophistication

    Immerse 5 senses

    health

    Tools Smart phones

    Friend available

    Kids

    Nostalgia

    Newspaper

    Social circles

    Spouse

    Nostalgia

    Caretakers

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    Constraints Framework

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    Time

    MoneyAbility(youth)

    (tech)

    Millennial

    Gen X

    Boomer

    Reading

    Theatre

    Fine Dining

    CasinoPartying

    Basement poker

    Free apps

    Fantasy Football

    Watch sports

    Bingo

    Play sportsTV

    Golf

    Gardening

    Hiking

    Water parks

    Soap Operas

    Cards

    Movies

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    Phases of Entertainment

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    Insights

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    1. Money, time, and ability seem to be the most immutable or unalterable

    constraints around choosing forms of entertainment.

    2. There are unalterable and alterable factors. The unalterable may correlate tolife stages and seem to be accepted and not dwelt upon; while the alterable

    factors are the main drivers of choice within that life stage.

    3. As life stages change, unalterable constraints change and influence the

    entertainment options you have to choose from.

    4. Nostalgia and family influence is a powerful motivation towards entertainment

    behaviors and choices.5. Cultural anomalies (Chinas 1 child policy) can motivate entertainment

    anomalies to thrive, and must be considered when entering that market.

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    Implications

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    Why it matters:

    Younger demographics may have unalterable constraints keeping them from

    gambling in casinos, and no amount of product alteration or advertising willchange that. Older demographics may become unable to gamble in casinos, but

    find online slots offer them what they found in the casino without having to leave

    their comfort zone.

    Follow up Study:Create a secondary research study to determine: How are the constraints and

    motivations of entertainment choices correlated to life phases?

    How might we best create a gambling offering that anticipates these factors and

    progresses with them through lifes phases?

    How might our product offering need to alter to suit differing cultural norms?

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    Secondary Research

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    Entertainment Trends

    NPD - EntertainmentTrends2012

    Entertainment-trends-2011

    Top-ten-entertainment-trends-for-the-21st-century

    Social Class Determinants of Leisure Activity

    Ian Bogost Cow Clicker

    Life Phases

    Economies of Scale in the Household: Puzzles and Patterns from the American Past

    Eriksons Psycho-Social Stages of Life The Impact of Life Stages on Media Choices ETC

    Time Budgets and Consumer Leisure-Time Behavior

    https://www.npd.com/lps/EntertainmentTrends2012/http://mashable.com/2011/12/14/entertainment-trends-2011/http://globalfuturist.com/about-igf/top-10-trends/top-ten-entertainment-trends-for-the-21st-century.htmlhttp://www.acrwebsite.org/search/view-conference-proceedings.aspx?Id=9547http://www.bogost.com/games/cow_clicker.shtmlhttp://www.nber.org/papers/w13869http://psychology.about.com/library/bl_psychosocial_summary.htmhttp://www.etcenter.org/research/life-stage-study/http://www.acrwebsite.org/search/view-conference-proceedings.aspx?Id=9357http://www.acrwebsite.org/search/view-conference-proceedings.aspx?Id=9357http://www.etcenter.org/research/life-stage-study/http://psychology.about.com/library/bl_psychosocial_summary.htmhttp://www.nber.org/papers/w13869http://www.bogost.com/games/cow_clicker.shtmlhttp://www.acrwebsite.org/search/view-conference-proceedings.aspx?Id=9547http://globalfuturist.com/about-igf/top-10-trends/top-ten-entertainment-trends-for-the-21st-century.htmlhttp://mashable.com/2011/12/14/entertainment-trends-2011/https://www.npd.com/lps/EntertainmentTrends2012/
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    Design Goals

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    Problem Definition: To understand what drives entertainment choices and how that

    might affect their perception of slot gaming.

    Define how a gaming company should expand its product offering. old statement

    Should it be new games for the existing demographic, or has that format been

    saturated, with little hope of engaging non players with the same form of

    entertainment? Do we need to reinvent our product format for a new demographic

    to grow, or is our product misperceived? Will new legislation involving distributionchannels attract new players, or only appeal to existing players?

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    Research Goals

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    Research Goals:a. To initiate discussion around the broad topic of entertainment to reduce biased responses that may have

    occurred if the early discussion focused on gambling more specifically. An early card sort will be used to

    determine preferences (positive or negative) for gambling and then balance the discussion around it.

    b. Understand how gambling is perceived by a broader audience including gamblers and non-gamblers.

    c. Review the 5 Es (enticement, enter, engage, exit, extend) of chosen forms of entertainment across different

    age groups, and within families or social circles.

    d. Understand the users life progression and how it has affected their chosen forms of entertainmenti. Howd they get attracted to it, what keeps it being valued, will they continue, is there a player journey?

    ii. How have their entertainment choices changed as theyve progressed though different life stages.

    (Gambling is not a legal option during early stages, so how is it typically introduced?)

    e. What is their frequency of engagement, how did it come about being set that way? What are the

    constraints or factors determining it?

    f. Understand how the distribution channel of entertainment relates to the persons general entertainmentand social preferences. Are all their choices similar, ie. They like public venues and group participation as

    compared to solitary and more private venues, channels, or interactions.

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    Methods (why)

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    Methods used:

    Card sort reduced bias potential of directly targeting questions on gambling

    Home walkthrough to reaffirm the card sort responses and pull more details Impromptu interview to quickly get high level reactions to gambling

    entertainment

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    Card set 1

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    Card set 2

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    Card set 3

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    Last card of 13

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    Themes

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    Themes, description, evidence, implication:

    What themes came out of research Tools influence entertainment choices, and tool choices change with age and

    its constraints

    Constraints influence entertainment choices, and they predictably change

    with life phase changes

    How did they prompt this framework

    What evidence backs up these assertions? Pics, statements, etc.

    D b i f

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    Debrief

    Outline

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