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November/December 2015 // PUBLIC GAMING INTERNATIONAL //

25

differences that affect how they buy, what they buy, how

much they spend, and what they purchase. At its heart,

segmentation is about identifying groups of people who

respond differently to products and marketing so efforts

can be focused on your most profitable prospects.

The concept of segmenting markets erupted in the

1970s as a response to mass brands giving way to ‘niche’

markets and brand extensions. The question became,

“Why treat everyone the same?” It wasn’t long before

everyone was doing ‘segmentation research’. The key

difference between segmenting by motivation versus

other criteria such as demographics is that motivations

are not likely to dramatically change. In fact, this type

of segmentation work only needs refreshing every five

to seven years to accommodate any major shifts in the

market.

After vetting several globally renowned research firms

for our segmentation project, we enthusiastically

selected Boston-based CMB , a top 50 market research

and consulting firm. CMB’s prior experience in gaming

helped us decide on the appropriate design for our needs

(Max-Diff) and enabled them to quickly understand our

criteria for project success:

1. Simple

– The entire approach and findings needed

to be easy to explain.

2. Actionable

– When the final results were in, and we

were working with the data, it had to be delivered in

a manner that was actionable for our customers.

3. Differentiator

– As mentioned

earlier, our goal is commercial insight

across Scientific Games’ customer

portfolio. We wanted to ensure

we established an instrument that

could deliver.

We also incorporated a number of

strategic goals pertaining to scope and

usability. We required a global roadmap

to support our customers worldwide, so

we started with the U.S. and Europe and

will add more to our research over time.

We included all aspects of a consumer’s

wallet – general entertainment, gaming

and lottery – so that the findings

could be applied to our product

development efforts across our lottery, gaming and

interactive business. And we needed our study sample

to be representative of the entire market population. We

often see “player” segmentation that is acceptable when

trying to assess a core market (i.e. active players). But if a

goal is to understand the potential of new players, then

including only existing players defeats the purpose.

After weeks of design across business groups, weeks of

interviewing and days pouring over models, we finally

reached our goals for the study. We now have deeper

clarity into motivation-based segments and massive

data to use across the Scientific Games organization.

Because of the many nuances in player preferences

with instant games and our market position with these

products, we drilled down beyond total gaming to the

instant player level to best serve our game development.

With our framework in place, the real work begins.

Applying the findings to create tangible solutions for

our customers is where we begin to discover commercial

insights.

U.S. INSTANT SEGMENTS

EUROPEAN INSTANT SEGMENTS

U.S. & EUROPEAN GAMING

SEGMENTS