

24
// PUBLIC GAMING INTERNATIONAL // November/December 2015
The day that Bill Behm, a Scientific Games founder and
active consultant, walked into my office and handed
me the inaugural issue of
The Lottery Journal
, I had two
thoughts. One – I was flattered Bill was bestowing a piece
of his nostalgic paraphernalia upon me. Two – that 29
years later we were all still having the same conversations
about lottery players.
How do we develop games that attract new players?
How do we offer products for Millennials (or Gen Xers,
as we called the younger generation back in 1984)? How
do we stay relevant for generations to come? These are
headlines that circulate endlessly throughout industry
discussions, events, articles and strategy sessions.
If this conversation continues, in 2020 we will substitute
Gen Z (the current name for the cohort following
Millennial), and we could be sitting in the same place…
or worse. We’ve found successful global companies have
learned that generational-based product development
and marketing is limiting and typically results in designs
for everyone and no one at the same time. Success more
often comes from products that are developed based
on consumers’ motivations and needs, regardless of the
intended user’s age.
With the global convergence of lottery, gaming, retail,
mobile and many other aspects of daily life, a consumer’s
world is almost seamlessly integrated. It’s no surprise
then that our industry is mirroring life and blending
knowledge, products and assets. But the
act
of merging
alone will not make a difference to our customers’
bottom lines. It’s the
action
we take that will deliver
results. Because of this, Scientific Games invested in a
solid innovation foundation for one consumer across one
wallet.
At Scientific Games, we know that our mandate is to
deliver bottom line profits to our customers through
innovation and partnership. We know that this mission
means we must be leaders in changing the conversation.
We also know that change will happen as we approach
the market as groups of consumers, who desire different
experiences from the products we develop. So where do
we start?
FULL MARKET SEGMENTATION
Research methodologies are a
means
to an end, not the
end itself; for Scientific Games, that end is commercial
insight, which can only be reached by using a technique
that is tried and true, valid and reliable, and then
applying the results in novel ways. To meet this goal,
we engaged in a full-market segmentation study.
Segmentation research is not new or revolutionary, nor
is it one methodology or approach. The term covers a
broad range of tools for defining meaningful customer
The
(N)
EVER Changing
Conversation
“If early results are any indication, 1984 will be remembered as a year in which a
newmarket - a young adult market - started playing the state lotteries.”
The Lottery Journal, Volume 1 Number 1, 1984
Jennifer Welshons
–
Vice President,
Lottery Insights for
Scientific Games
day that Bill Behm, a Scientific Games founder and
ive consultant, walked into my office and handed
the inaugural issue of
The Lottery Journal
, I had two
ughts. One – I was flattered Bill was bestowing a piece
is nostalgic paraphernalia upon me. Two – that 29
rs later we were all still having the same conversations
ut lottery players.
do we d velop games that attract new players?
do we offer produ ts for Millennials (or Gen Xers,
e called the younger generation back in 1984)? How
we stay releva t for ge erations to come? These are
dlines that circulate endlessly thr ug out industry
ussions, events, articles and strategy sessions.
is conversation continues, in 2020 we will substitute
Z (the current name for the cohort following
lennial), and we could be sitting in the same pla e…
orse. We’ve f und successful global compani s have
ned that ge erational-based product evelopm nt
marketing is limiting and typically results in designs
everyone and no one at the same time. Success more
n comes from products that are developed based
consumers’ motivations and needs, regardless of the
With the global convergence of l tter , gaming, retail,
mobile and many oth r aspects of daily life, a cons mer’s
world is almost seamlessly integrated. It’s no surprise
then that our industry is mirroring life and blending
knowledge, products and assets. But the
act
of merging
alone will not make a difference to our customers’
bottom lines. It’s the
action
we take that will deliver
results. Because of this, Scientific Games invested in a
solid innovation foundation for one consumer across one
wallet.
At Scientific Games, we know that our mandate is to
deliver bottom line profits to our customers throug
innovation and pa tnership. We know that this mission
means w must be lead rs in changing the conversation.
We also know that change will happen as we approach
the market as groups of consumers, who desire different
experiences from the products we develop. So where do
we start?
FULL MARKET SEGMENTATION
Research methodologies are a
means
to an end, not the
nd itself; for Scientific Games, that nd is commercial
insight, which ca only be reached by using a technique
that is tried and true, valid and reliable, and then
applying the results in n vel ways. To meet this goal,
we engaged in a full-market segmentation study.
Segmentation research is not new or revolutionary, nor
is it one methodology or approach. The term covers a
The
(N)
EVER Chan i
Conversation
“If early results are any indication, 1984 will be reme bered as a year in which a
newmarket - a young adult market - started playing the state lotteries.”
The Lottery Journal, Volume 1 Number 1, 1984
Jennifer Welshons
–
Vice President,
Lottery Insights for
Scientific Games