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November/December 2015 // PUBLIC GAMING INTERNATIONAL //

27

were fine with older, more cluttered Whole Foods

stores offering a confusing array of products at higher

prices. Relying too heavily on demographics to define a

consumer base is fundamentally flawed.

The same is true within

lottery and gaming. There are

segments of people that span

demographics (age, ethnicity,

income, etc.) yet want the

same

product

experience.

However once a product is

developed, communicating it

to those interested may require

customized marketing messages

and communications channels.

To better illustrate, let’s go back

to our example of Pop n’ Pak

and consider that the product

developed meets the experience

criteria desired by the Friend

segment and the criteria for gift

giving occasions among less engaged segments, such

as Acquaintances. With the product solidly developed

on consumer motivations, how do we let these types of

people know it is available in the market? This is where

demographics may play a part. When we consider some

dominant characteristics of these segments and we

acknowledge that there are in fact generational skews

with media consumption, we can explore a number

of ways to market the product. One example is the

following:

CONCLUSION

There will always be those who doubt the motivational

segmentation approach—people who are not sold on

the idea that a 24-year-old Millennial could be seeking

the same product experience as

a 42-year-old mother of three.

But circular conversations are no

place to live and so as a growth

organization, Scientific Games

uses consumer motivations

as our foundation. There will

always be randomness in the

population. We would rather

accept what we can control and

focus on moving the movable

and doing the doable as a one-

stop-shop for one consumer and

his/her one wallet.

My hope is that in 2020, a quote

in a

PGRI

article will read, “2020

is the year that the industry optimized play across [insert

segment name here] and thus returned billions more to

good causes.” That is whenwewill know the conversation

has changed.

All copyrights, trademarks and service marks are owned by their respective owners in the

United States and elsewhere. © Scientific Games. All rights reserved.

Sources:

1 http://brandamplitude.com/segmentation-made-simple

2

Bolton, Robyn.“Whole Foods’Misguided Play for Millennials.”

Harvard Business Review

. May 14, 2015

SG proprietary ONE Segmentation Study, 2015

PRODUCT DEVELOPED ON MOTIVATIONS

Key Characteristics to Consider for Marketing

16% Decides game purchase

prior to entering store

13% Hispanic

15% 18-29 Years Old

96% Active on Facebook

83% Engage with YouTube

44% Use Twitter

21% Decides game purchase

prior to entering store

59% Female

50% 50-69 Years Old

96% Active on Facebook

43%EngagewithYouTube

8% Use Twitter

Marketing Considerations:

Traditional media and Facebook campaign,

placement skewed female, call to action to head to

store with purchase in mind.

Marketing Considerations:

YouTube commercial(s) using humor in English

and Spanish, Game alter Tweet through proximity

marketing upon entering store, point-of-sale in

English and Spanish to disrupt shopping and convert

to purchase.

“2020 is the year

that the industry

optimized play across

[insert segment

name here] and thus

returned billions more

to good causes.”