Buying a player’s time. Are we providing enough satisfaction?

This is a guest contribution by Matthias Ciappara a Gamification and Player Engagement Specialist and Consultant of XperiencePlay. If you would like to submit a contribution please contact Bill Beatty for submission details. Thank you.

Like the Rolling Stones (except for Keith) we have a fixed amount of time. Unlike the ageing Rock Gods we don’t have unlimited money to play with, so what’s the best use of our time and money?

With increasing acquisition costs and player retention feeling like a leaky bucket, does gaming offer enough satisfaction to compete in today’s market, to drive better growth and profitability?

How can we, as an industry, create a compelling experience that provides players with enough value to play our content? How do we compete against blockbuster films premiering on Netflix or the next generation of console games that offer their own cinematic masterpieces?