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26

// PUBLIC GAMING INTERNATIONAL // November/December 2015

PRODUCT DEVELOPMENT

When you think about the core product we deliver, it’s

not surprising that the desired experiences span all

ages. There is a player segment that wants to win lots

of money; a segment more interested in winning a little

money; a segment more interested in having some fun…

the list goes on.

Maturityontheproductlifecyclecurvehelpsusdetermine

growth steps for our lottery customers. When you have

clients who are performing at some of the highest per

capita and per retailer sales in the world, you have to be

prepared for the next phase of growth. Getting to that

next phase requires much more analysis and insight.

Hence, the segmentation work we’ve done is playing a

critical role in our near-term product development. Like

many large consumer product companies, we are actively

integrating it across all areas of our business to fuel

innovation. By way of example, HJ Heinz revolutionized

the pet industry by doing the same

1

.

In the early days of segmentation research, HJ Heinz

commissioned a study to understand cat food buyers.

At the time, cat owners had only two choices – ‘wet’

(canned) cat food or ‘dry’ cat food. The study revealed

that the buyers of these two products were very different,

especially in how they related to their cats! There was a

segment of wet food users that were so passionate about

their cats; they literally threw half of every can away

because it wasn’t ‘fresh’ enough to provide a second

meal for their beloved kitty. The result? The introduction

of three-ounce cans of wet cat food and the birth of an

entirely new higher price per unit product. The Cat Lover

segment was willing to spend pennies more to ensure

their cat had only fresh meals. It was a win for both the

company and the buyer segment.

Much like HJ Heinz used segmentation to change the

cat food business, Scientific Games has been changing

the lottery world. And we will continue to do so with

refreshed vigor. One example of this has been our new

Pop n’ Pak

—an instant product that tested highly with

the Fan and Friend segments, which make up 88 percent

of total instant game spending.

Pop n’ Pak

also tested

well as a gift product that any segment might purchase.

Because of these results, we are confident that we have

launched a new product into the market that appeals

to segments more inclined to come into the category

occasionally, while also not alienating those who are

committed to the category. Our hope is to abandon

the old questions about new players and Millennials

and change the conversation to reflect more actionable

approaches:

MARKETING

We would be remiss if we did not make a distinction

between product development and marketing as it

pertains to generations. When you start developing

products aimed at particular demographic segments,

you are much more likely to miss the mark than if you

develop with motivations and needs in mind. Take, for

example, the recent mishap experienced by Whole

Foods, an American supermarket chain specializing in

organic food

2

. The company received backlash after an

announcement that they would develop streamlined,

tech-savvy stores with organized and reduced organic

selections at lower prices, specifically for Millennial

shoppers. This implied that Gen X and Baby Boomers