

It could be posited that since the audience polled within our community consists of (on average) more serious gamers, even 23 out of 100 individuals from the general population is likely an overestimate That accounts for exactly half of the poll participantsĪmong the remaining 50, half of them remained loyal to their existing MMO for up to 5 years! Therefore, out of an initial 100 gamers, you potentially have only 23 players still available as a maximum capture opportunityĬan one argue against these findings from both perspectives? Certainly. Another 32 players discontinued their MMO engagement. What does the data reveal? Even by this standard, out of 100 gamers surveyed over the past 5 years, 18 individuals never played MMOs substantially in the first place.

Let's consider the premise that spending 100 hours a year on an MMO (the framing used for the poll) is not a significant amount-less than 2 hours per week or even half an hour per day

Nonetheless, the initial findings, based on responses from over 1,000 individuals, align with results I've observed in other polls and informal conversations with gamers I want to emphasize that this poll is not scientific and falls short of the rigorous standards one would expect from a AAA study. However, occasionally, I present the results with a takeawayĪ few days ago, I conducted a poll with a specific objective: to demonstrate that the elusive "MMO win" desired by games companies may be even more challenging to achieve than they realize Usually, the poll is designed in such a way that the "ah ha" moment is evident or enjoyable enough that I don't need to explain it Friends, whenever I conduct a poll for our community, there's an element of fun involved, but there's also a deeper purpose behind it.
