Who’s gambling? Portrait of a player

Socio-demographic characteristics

The largest proportion of visitors to online casinos are people aged 21 to 45 years. They are more than half of the total number. In most countries of the world, minors try to protect themselves from gambling, so their share is small. As for players over 45 years old, there are also many of them – about 30%.

The average age of an active player is about 30 years. As a rule, these people are already making good money, which allows them to spend part of their income on entertainment. They actively use computers and mobile devices.

As for the division between men and women, the situation is approximately equal. According to statistics, there are slightly more men, according to some data 57%. But this already runs counter to the generally accepted view that gambling is exclusively the province of the male sex.

Education and income

There are three main groups.

  • Representatives of the middle class. People with higher education, work, and stable income. Gambling is one of the possible forms of leisure for them. And also a way to test in business own strategies.
  • Poor people. Their incomes are low and unstable, and there is no education. For them, the game at online casinos, in their view, is the only chance to escape from their plight.
  • Rich people. High level of prosperity and stable high income. Often play big, enjoy various VIP-privileges. For them, gambling is not only a form of leisure but also one of the ways to tickle your nerves, feel the taste of life.
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For each of these groups, you should use different approaches. A member of the middle class is unlikely to believe that at a bet of one dollar he can win a thousand. But for a poor man, such a fairy tale looks attractive. A rich player in principle does not consider typical promotional offers. Rather, he will turn to a specific casino on the recommendation of a friend and will expect special treatment. Personal manager, individual conditions on deposits and bets, exclusive games. All this he will get even before he has time to demand.

Motives for the game

The following are the main motifs that encourage players to visit online casinos:

  • gambling addiction (ludomania);
  • Way of earning;
  • Entertainment, leisure activities;
  • Willingness to experience fate;
  • testing hypotheses, developing your system.

For about 50% of players, spending time in the casino is just another form of leisure. Another 30% are random people who want to try their fate once. Professionals, ludomans or geniuses in mathematics and statistics are too few to influence the overall picture.

The “random” player will be faster on various stocks, bonuses and other tricks of marketers. But the constant visitor obsessive advertising is more likely to irritate. If the player just wants to relax and spend time in the casino, it is better not to distract him from this activity bright banners. In this case, it will bring more profit. And promotional offers can be sent to him by mail or SMS. And not at once, but after a few days of absence.

Distribution by game

Depending on the type of game, the portrait of the player changes a little. Conditionally, you can divide the segments as follows:

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Classic slots: they are often played by people who like real slot machines.

3D slots: targeting computer game enthusiasts. They are important graphics, stories, some exciting stories. And many 3D-slots are ready to offer them this!

Card games: blackjack, baccarat, poker is more often played by a more intelligent audience. These people do not rely entirely on luck and tend to believe that their intelligence and ingenuity will necessarily lead to victory.

Conclusions

We only described the general characteristics of the players. These may vary depending on the specific region. In any case, the way to success lies in understanding your audience. Not only will sociological research help you do this, but also, for example, your CRM-system. It collects data about the visitors of your casino and provides them in a form that is convenient for analysis.