Page 79 - Public Gaming International September/October 2017
P. 79

an offence for Australians to gamble online,  Gigya Inc., Microsoft Corporation, Lithium  global consumers have used or are interested
        unlicensed operators providing interactive  Technologies Inc., Knewton, Badgeville  in using VR. This increases to 68 percent
        gambling services to Australian custom-  Inc., Kuato Studios, BigDoor Inc., SAP SE,  for weekly gamblers, including lottery play-
        ers will face massive new penalties – $1.35  Bunchball Inc., and Cisco Systems Inc.  ers, and is particularly high in the U.S. (80
        million a day for individuals and $6.75                                  percent), South Korea (88 percent) and
        million a day for organisations     US FIRM VANTIV TO BUY                China, India and Indonesia (>90 percent).
                                            BRITISH RIVAL WORLDPAY
        Poker service 888Poker told its Australian  FOR £9.3BN                   The home will also become a key retail space
        users earlier this year that their accounts                              as smart devices make purchasing decisions
        would be closed and they should withdraw                                 for the consumer. Weekly gamblers in partic-
        their funds. PokerStars is expected to with-  SAZKA GROUP A.S., CZECH    ular are likely to follow this trend: 59 percent
        draw from Australia once the new laws take  REPUBLIC, INTENDS TO         globally are interested in a service that auto-
        effect.                             ACQUIRE SOLE CONTROL OF              matically buys and delivers basic household
                                                                                 supplies – over 10 percent more than for all
        GAMIFICATION MARKET                 CASINOS AUSTRIA AKTIENGE             consumers. Weekly gamblers in India were
        TO REACH $23 BILLION,               SELLS CHAFT                          significantly more likely to be interested in
        RESEARCH FIRM PREDICTS                                                   this (87 percent). Following from this, as
                                                                                 incentives for consumers to seek out brands
        A new market research report estimates that   ARISTOCRAT BUYS ISRAELI    decreases, there will be an expectation from
        the global gamification market will reach  ONLINE GAMING COMPANY         consumers for brands to go directly to them.
        nearly $23 billion by 2022. The research   PLARIUM
        firm, P&S Market Research, said the gami-                                Speedy and seamless ways to buy lottery
        fication market will grow at a CAGR of 42%                               products, whether via a social media feed
        during the next five years.                                              or through shoppable interfaces in the
        North America has been the largest contrib-  RETAIL LEAVES THE           home, will boost impulse buys during
        utor to global gamification revenue, but   STORE, MAKING EVERY           moments of boredom and constitute just
                                            CONSUMER TOUCH-POINT A
        developing regions, including Asia-Pacific,   SHOPPING EXPERIENCE, AND   one constellation of touchpoints within
        Latin America, the Middle East, and   OPPORTUNITY TO BUY                 the expanding Shoppable Universe.
        Africa, are likely to experience faster growth
        compared with the developed regions of                                   PADDY POWER CEO BREON
        North America and Europe.           On-demand services are redefining consumer   CORCORAN STEPS DOWN
                                            expectations for speed and convenience.
        In Southeast Asia, the burgeoning market  Consumers who are constantly rushed with   Shares  in  bookmaker  Paddy  Power  hit
        for mobile phones, tablets, and laptops has  a shortage of time need a retail experience   a 21-month low after the unexpected
        spurred interest in digital gaming. Every  that is efficient and convenient. This is lead-  announcement that chief executive Breon
        week, more than 50% of Southeast Asian  ing retail to move beyond omnichannel to   Corcoran is stepping down.  Corcoran
        internet users play online games, predomi-  become limitless. Consumers will expect   is being replaced by Peter Jackson, the
        nantly on social sites.             everything, everywhere – not just informa-  recently appointed chief executive of global
                                            tion content like video and social media,   payments group WorldPay and a director of
        Passion for gaming, especially in Southeast  but also shopping content like fitting room   the merged company Paddy Power Betfair.
        Asia, is creating a major opportunity for  mirrors and virtual reality shopping – to   The news comes just 18 months after the £7
        the global market in learning technologies.  become directly shoppable.  billion merger of Paddy Power with betting
        Gamification has a significant impact on                                 exchange Betfair. The merger has largely
        learning compared to traditional methods;  The Shoppable Universe is a trend identified   been deemed a success, and Mr Corcoran’s
        it makes learners feel more motivated by  by the Foresight Factory who analyses data   leadership has been seen as instrumental in
        delivering points and rewards for achieve-  showing that the use of Augmented Reality   that.
        ments. Researchers at the University of  (AR) and Virtual Reality (VR) is likely to   The news reports make it sound like
        Colorado studied the impact of simulations  appeal to lottery players in particular. In   Corcoran has instrumental to the success of
        and games on adult learners. They found that  2016, 14 percent of global consumers used   the merger, that he is highly respected and
        gamification offered 14% higher skill-based  AR apps, in which their phone overlaid   the decision to leave is totally his own and
        knowledge, 9% higher knowledge retention  information on images of the real world, at   made for personal reasons.
        rate, and 11% higher factual knowledge  least once a month. For global weekly lottery
        compared to conventional learning methods.  players, this rose to 22 percent, with weekly
        The global gamification market has been  lottery players in the U.S. and China leading
        experiencing growth spurred by the initia-  the way at 33 percent and 47 percent respec-
        tives of some major companies, including  tively. When it comes to VR, 53 percent of

                                                                         SEPTEMBER/OCTOBER 2017 //  PUBLIC GAMING INTERNATIONAL  //  79
   74   75   76   77   78   79   80   81   82   83   84