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GamingReport2026
ChooseYourPlayer
Acknowledgments
TheleadershipteamofBain&Company’sGlobalGamingSectorpracticepreparedthisreport,withspecialdirectionfromAndersChristofferson,partnerandGlobalGamingSectorlead,andBrandonRogers,Mediapracticemanager.
TheauthorswouldliketothankDanielleSchwenker,AmanSharma,GunjanDawar,ShrayArora,RohanDoomra,ShagunJain,andChristofferKarlsmosefortheircontributionstothiswork.
ThanksalsotoHeatherClayberg,JeffBauterEngel,andtheeditorialteamfortheirassistance.
Copyright©2026Bain&Company,Inc.Allrightsreserved.
Contents
ChooseYourPlayer 2
GamerSurvey:TheEndoftheAverageGamer 3
AIWon’tSaveanUnfocusedGame 8
Gaming’sPersonalizationImperative 13
GameDistribution:HalfYourPlayersAlreadyBuyDirect 19
ChooseYourPlayer
Theeasilydefinedgamernolongerexists.Gaminghasbecomemoreglobal,social,anddiverse,whichmakeschasingtheaverageplayerthecostliestmistakeintheindustry.Playingtimeandspendinghavebecomeheavilyconcentrated.Butthisvaluablecoreofthemarketisn’toneaudience:Preferencesvarywidelyacrossageandeveryotherdimensionwetested.Theraceisontowinthecore.
Agamebuiltforeveryoneisnowtheriskybet.AIwon’trescuethesegames—itscalesthewrongbetsasfastastherightones.Theadvantagegoestocompaniesthatowntherelationshipwiththeirchosenplayers,understandingeachonewellenoughtopersonalizewhattheyofferand,increasingly,sellingtothemdirectly.Nearlyhalfofplayersalreadybuystraightfromdevelopers,bypassingtheappstores.
Thenextmarketleaderswon’tnecessarilywinthemostplayers.They’llwintherightones.
DanielHong
LeaderofBain’sGlobal
Media&Entertainmentpractice
AndersVidebaek
GamingSectorLead,Europe,theMiddleEast,andAfrica
AndersChristofferson
GlobalGamingSectorLead
TomRowlandGamingSectorLead,Americas
GamerSurvey:TheEndoftheAverageGamer
Supplyisexplodingasdemandfractures.Theadvantagenowbelongstocompaniesthatpickalaneandserveitwell.
ByAndersVidebaekandBenjaminSommer
AtaGlance
Today’splayerscanchoosefromapracticallyunlimitedgamescatalog,andtheirpreferencesarediverging.
Nosingle“ideal”gamingexperiencewinsmorethanaquarterofgamers,accordingtoBain’slatestannualsurvey.
Oursurveyfoundthatspendingconcentratesamonganarrow,identifiablesetofplayers,particularlyyoungcontentcreators.
Forstudios,themathhasflipped:Thebroadmiddleofthemarkethasbecomethecostlyplacetoaim.
Adecadeago,aplayer’schoiceofgameswasboundbywhatahandfulofplatformscouldstockandwhatafewdozenstudioscouldship.Thatceilinghasbeentornoff.TensofthousandsofnewtitlesreachdigitalstorefrontseveryyearfromindiesthroughAAAstudios.Live-servicegamescaptivateplayers
foryearsratherthanweeks.User-generatedplatformsturneveryplayerintoapotentialsupplier,theircontentcreationnowturbochargedbyAI.
Thegameshelfhasbecomeeffectivelyinfinite,andchoicesaremultiplyingfasterthananyplayer’sattentioncangrow.Whensupplyisscarce,abroadlyappealingproductcanwin.Whensupplyisbasicallyunlimited,personalfitiseverything.That’sthenewreality,anditexplainswhy“thereisnoaveragegamer”hasbecomeaboard-levelstrategicissue.
Thedemandistheretocapture.Threeoutoffourgamersareactivelyhuntingfortheirnexttitle,accordingtoBain&Company’slatestannualsurveyofmorethan5,300gamersworldwide.Mostarelookingincategoriestheyalreadylove,notseekingsomethingunfamiliar.Thelosingmovein2026istryingtoserveallofthem.ThequestioneverygamingCEOshouldbeaskingthemselveshasmorphedfrom“Howdowereachmoreplayers?”to“Whichplayersdowechoose,howdowebestengagethem,andhowdoweowntherelationshipcompletely?”
Whensupplyisbasicallyunlimited,personalfitiseverything.
Demandhasfragmented
Whenweaskedgamerstodescribetheexperiencetheywantmost,thefieldsplitfiveways.Nosingleexperiencetypesurpassed26%(seeFigure1).
Figure1:Gamers’preferencesaresplit,withnosinglegamingexperiencestandingout
Source:BainMediaConsumptionSurvey,June2026(gamersn=5,339)
Figure2:Gamers’preferencefor“opensandbox”oruser-generatedcontentexperiencesdeclinessharplywithageandvarieswidelyacrossmarkets
Source:BainMediaConsumptionSurvey,June2026(gamersn=5,339)
Thetop-linesplitisthemildversionofthestory.Thesharpdivergenceshowsupwhencomparingdifferentcohorts.Forexample,athirdof13-to-17-year-oldshaveanappetiteforopen,user-generatedworlds;thatsharecollapsesto15%orloweramongplayers50andolder.Preferencesdivergewidelybygeographyaswell(seeFigure2).
Spendinghasconcentrated
Asdemandhasfragmented,playingtimeandspendinghavebecomeheavilyconcentrated.Themostactiveplayersaccountforalmost60%ofallgamers’totalplayingtime,andthehighest-spendinggroupaccountsforaboutthree-quartersoftotalspending,accordingtooursurvey(seeFigure3).
Playerfragmentationreadsasbadnewsuntilyoulookatwherethespendingconcentrates:amonganidentifiable,deeplyengagedchunkofthemarket.
Althoughnottheonlyidentifier,demographicsareacriticalone.Thewillingnesstospenddeclineswithage,accordingtooursurvey.Approximately86%ofteenagersspendmoneyongaming-relatedactivitiesinatypicalmonth,comparedwithjustoverhalfofplayersintheir50s,36%ofthoseintheir60s,and27%ofthoseintheir70s(seeFigure4).
Figure3:Gamers’playingtimeandspendingareheavilyconcentrated
Notes:Mostengageddefinedasthe20%ofgamerswhospendthemosthoursplaying,moderatelyengagedincludesthe50thto80thpercentileofgamersrankedbyhoursspentplaying,andleastengagedincludestherest;topspendersdefinedasthehighest20%ofspenders,middleincludesthe50thto80thpercentileofspenders,andbottomincludestherest;valuesarerounded
Source:BainMediaConsumptionSurvey,June2026(gamersn=5,339)
Figure4:Youngerplayersaremorewillingtospendmoneyongamingactivities
Notes:Excludesthosewhoanswered“Idonotspendanyamount”or“Idonotknow”;gaming-relatedactivitiesincludepurchasingnewgames,in-gamecontent,subscriptions,andstreamertips;excludespurchasinghardwaresuchasconsolesorvirtualrealityheadsets
Source:BainMediaConsumptionSurvey,June2026(gamersn=5,339)
Thehigh-spendingplayersareevenmorerecognizablebybehavior.Thosewhocreategamecontentforpublicusearetwiceaslikelytospendmoney,oursurveyfound.
Together,splinteringdemandandconcentratedspendingflipthemathforstudios.Designingmass-appealgamesisnolongerasafebet,inpartbecausethosetitlesreachthelowspendersfirst.
Thehardertargetiswherethegrowthis:playerswhospendmoreandaremoreengaged.
Implicationsforgamingexecutives
Theaveragegamerwasalwaysaconvenientfiction.In2026,it’sanexpensiveone.Adaptingyourstrategytothechanginglandscapestartswithtwothings.
Sizethemarketbyfragment,notbyaverage.Nosinglenumberdescribesthismarket,andthemeansitsbetweenplayerswhowantoppositethings.Thewinningcompanieswillsizedemandbythecharacteristicsthatactuallysplitit(age,geography,taste,spendingtier,creativeidentity),understandingplayersbywhattheydo,notjustwhotheyare.
Aimwherespendingisgrowing.Headcountandspendinghavedecoupled.Thebroadestcohortsspendtheleast,whileanarrower,identifiablesetspendsmore.
Thischapterexplainshowtostartidentifyingthoseplayers.Committingtothetargetplayer—focusingtheportfolioandthecapitalbehindthatchoice—iswherethereportgoesnext.
AIWon’tSaveanUnfocusedGame
Inasaturatedmarket,AIrewardsstudiosthathaveacleartargetgamerandquicklycompoundsthelossesofthosethatdon’t.
ByTomRowlandandAndersVidebaek
AtaGlance
Manyoftheindustry’shighest-profilefailureshaveonethingincommon:Theytriedtobeeverythingtoeveryone.
Two-thirdsofgamerswantmoreofthesame;onlyabout20%wantsomethingnew.Unfocusedgamessatisfynoneofthem.
AIisanaccelerant,notarescue.Forstudioswithoutacleartargetplayer,itscalesbadbetsfaster.
Successfulstudioswillkillunfocusedprojects,rebuildonanAI-resetcostbase,andinvestinthecoreplayer.
Scrollthroughanygamingindustrynewsletterfromthepasttwoyears,andapatternemerges:Anotherhigh-profiletitlestumbles,anotherpostmortemaskswhatwentwrong.Thenameschange,butthediagnosisrarelydoes.Thesemissesweren’taresultofcreativemistakesorbadluck.Theywereexpensivegamesbuiltwithoutaclearanswertoabasicquestion:Who,exactly,isthisfor?
Thatquestionhasalwaysmattered.What’schangedisthecostofgettingitwrong.
Gamingisacreativeindustry,whichmeansswingsandmissescomewiththeterritory.Butthesedays,thebiggestmissesarethegamesthattriedtobeeverythingtoeveryone.
Foryears,spreadingbetslookedlikeprudentdiversification.Twoconvergingpressureshavesinceturnedtheunfocusedgameintooneofthemostexpensivelinesonthebalancesheet.
Thefirstisdemand.Thisreport’spreviouschaptershowedthattheaveragegamernolongerexists.Gamesupplyiseffectivelyunlimited,tasteshavesplitintofactionsthatwantoppositethings,andspendinghaspooledinanarrow,identifiablesetofplayers.
Skyrocketingsupplyhasn’tscatteredplayers—ithasconcentratedthem.Gamers,especiallyyoungerones,nowspendtheirtimeonamuchnarrowersetofgamesthaninthepast.Themostpopularlive-service,platform-stylegames,particularlyRoblox,havebecomethecenterofgravityfortheentiregamingecosystemoverthepastfiveyears.
Players’preferencesfortheirnextpurchaseconfirmhowhabitshavehardened,makingtheunfocusedgameariskybet.AccordingtoBain’s2026surveyofmorethan5,300gamersworldwide,two-thirdswantmoreofwhattheyalreadyhave:asequeltoafranchisetheylove,agamemuchliketheircurrentfavorites,ornonewgameatall.Onlyoneplayerinfiveisaftersomethinggenuinelydifferent(seeFigure1).
Nooneissatisfiedbythegameintheunfocusedmiddle:toogenerictodeliverthedepththemajoritywant,toosafetoprovidethenoveltyotherschase,tooshallowtopulltimebackfromthegiants.
Figure1:Two-thirdsofgamerswantmoreofthesame,whileonly21%areseekingnewgamesthataregenuinelydifferent
Source:BainMediaConsumptionSurvey,June2026(gamersn=5,339)
ThesecondpressureonunfocusedgamesisAI,andtheprevailinginstincthereisexactlywrong.Thenaturalassumptionisthatcheaperproductionshouldmakethemid-budgetgameviableagain—lowerthecostbase,lowerthestakes,unlockmorebets.Theoppositeisclosertothetruth.AIisanaccelerant,notarescue.Withoutacleartargetplayer,itdoesn’tloweryourrisk;itletsyouscalethewrongbetfaster.
Allofthisisforcingareckoning.Thedevelopersthatcomeoutaheadoverthenextseveralyearswon’tbetheoneswiththebiggestbudgetsorthemostsophisticatedAIcapabilities.They’llbetheonesthatcommit—earlierthantheircompetitors—tobuildingforaplayertheycandescribeinasinglesentence.
AIisanaccelerant,notarescue.Withoutacleartargetplayer,itdoesn’tloweryourrisk;itletsyouscalethewrongbetfaster.
Focusorfail
Theindustrygeneratesplentyofcoverageaboutunfocused,trend-chasingtitlesthatmissed,butit’shardertogaugehowsystemicthepatterntrulyis.Togetaroughread,Bainscannedpubliclyavailabledataon100titlesreleasedsince2023.Classifyinggamesasfocusedorunfocusedrequiredjudgmentcalls,anddataoncommercialfailuresisfarlessaccessiblethandataonsuccesses.Evenwiththosecaveats,theanalysispointsinthesamedirectionasthethesis:83%offocusedgamesinoursampleachievedcommercialsuccess,comparedwith50%ofunfocusedones.
ConsiderBaldur’sGate3andConcord,twobetsplacedaroundthesametime,atcomparablescale.Thefirstgame’sdevelopersbuiltitforahighlyspecifictarget:thedeep-lore,long-session,role-playinggamerwhohadgrownupontheBaldur’sGateandDivinityseries.Theydeliveredsomethingthatcommunityhadwaitedforyearstoarrive.Thegamewasasmashhit,reportedlysellingmorethan20millioncopiesandgenerating$657milliononSteamin2023,byfartheplatform’sbestsellerthatyear.Meanwhile,Concordshippedintoacrowdedhero-shootermarketandhadtroubleconvincingplayersalreadyinvestedinfree-to-playgamessuchasOverwatchorValoranttomakethe$40purchase.
Somestudioshavecaughtthemselvesbeforethemistakecompounds,shelvinggameswhenitbecameclearthattheplayersweren’tgoingtocome—evenifthatrealizationcamelateindevelopment.Cancelingagamethatfaralongisasignificantsunkcost.Shippingitwouldhavebeenmorepainful.
Jagexdemonstrateshownarrowingfocusoncoreplayerscanstrengthenthebusiness.Inrecentyears,theUK-basedstudiobehindRuneScapehasdivestedsomeacquiredstudios,streamlineditsprojectslateinpartduetoplayerfeedback,andrebrandeditself“Jagex:TheRuneScapeCompany.”Respondingtocommunityfeedbackonitsflagshipgame,thecompanyalsoremovedRuneScape’sTreasureHuntermicrotransactionssystem.JagexhassincereportedstrongplayernumbersforbothRuneScapeandOldSchoolRuneScape,aswellasmorethan1millionsalesinthefirstyearofitslatestoffshoot,RuneScape:Dragonwilds.
AIaccelerateseverything,includingscalingbadbets
AsAIresetsgamedevelopers’costbase,focusdictateswhotheresetrewards.Astudiothatknowswhoitbuildsforcanreinvestfreedmarginintodepthitstargetaudiencewillpayfor.AI’sbenefitscompoundwithfocus;theclearerthetarget,themorepreciselythesetoolscanbeaimed.Studiosthatdon’tnarrowtheirfocushavesimplymadethewrongbetcheapertoplace—andfastertolose.
Forastudiothatalreadyknowsitstargetplayer,AIhelpsonmultiplefronts.Themostobviousisdevelopmentspeed:fasterprototyping,cheaperiteration,andmorerapiddeliveryofdataandinsightsfromrealusers.Butit’snotjustaboutvelocity;AIcanalsohelpdevelopersmoredeeplyunderstandtheirplayers.Agrowingsetoftoolscananalyzeengagementpatterns,surfacewhat’sresonatingwithatargetaudience,andenablemoreeffectivefeedbackloopsbetweendeveloperandplayercommunity.
Crucially,playersaregrowingmoreopentothisshift.InBain’s2026survey,42%ofplayerssaythey’remorecomfortablewiththeindustryusingAIthantheywereayearago,44%feelthesame,andfewerthanoneinsevenarelesscomfortable.Amongplayersages13to17,thesignalisevenclearer:59%feelmorecomfortablethisyear,andanother33%saytheirfeelingsareunchanged(seeFigure2).
Figure2:ComfortwithAIingameshasincreasedorheldsteadyformost,withteensfeelingthemostcomfortable
Note:Valuesarerounded
Source:BainMediaConsumptionSurvey,June2026(gamersn=5,339)
ForstudiosworriedthatAIadoptioncarriesreputationalriskwiththeirplayerbase,thisdatasuggeststhewindowtomoveisopen,particularlywiththeaudienceswhowilldefinethemarketoverthenextdecade.ThestudiosthatwillcapturetheAImarginbenefitaren’tnecessarilytheoneswiththelargestcomputebudgets.They’retheonesthatknowwhatthey’reoptimizingfor—andthatusefasteriterationtogetclosertoadefinedplayer.
Implicationsforgamingexecutives
Inthismarket,themostsuccessfulportfolioswillhaveaclearfocus,withAIalignedtothatfocus.Threemovesgetacompanythere.
Killunfocusedgamesbeforethenextbudgetcycle.Foralargepublisher,thisisportfoliotriageacrossanexistingslate.Foramid-marketstudio,it’sexistential.Agame’sgreenlightdecisionisthelastcheapexitbeforesunkcostsbecomeirreversible.Thedisciplinerequiredisdifferent,buttheurgencyisthesame.
RebuildthefocusedportfolioonanAI-resetcostbase.Thisisatop-down,organization-widecapabilitydeployment,notsimplyhandingAPIkeystoindividualdevelopersandcallingitgood.StudioswithstrongtechnologicalcapabilitiesanddeeppocketscanbuildAItoolsin-house.Mostmid-marketfirmsshouldbuyorpartner;defendingacomputepositionatspotpricesagainstabetter-capitalizedcompetitorisalosinghand.
Investinyourtargetplayer.Justasinotherindustries,focusingonthecorecustomercanenablegamingcompaniestomaximizevaluecreation.Itmaysoundobvious,butthestudiosthatpullaheadwillbacktheirconvictionwithcapitaltomatch.They’llconcentratedevelopmentresources,marketingspending,andAIinvestmentondeepeningtheexperiencefortheircoreplayer.Forlargepublishers,theharderdisciplineisn’ttheinitialportfoliotriage;it’sresistingthepulltoreinvestfreedcapitalintonewunfocusedbets.Formid-marketcompanies,thestakesarehigher;focusedstrategyneedstobeexplicitenoughtogoverneverygreenlightdecision,everyhire,andeverypartnershipdecisiongoingforward.
Gaming’sPersonalizationImperative
Thenextgrowthleverisn’tmoreplayers.It’sunderstandingandengagingyourplayersbetterthananyoneelse.
ByYohannPlantecandAndersChristofferson
AtaGlance
Amidslowerindustrygrowth,boostingplayerengagementthroughpersonalizationisbecomingmoreimportant.
Mostgamersarecomfortablewithorneutraltowardpersonalizedoffersbasedontheirin-gameactivity,aBainsurveyfound.
TherequiredAItechnologyforpersonalizationhasimproved:OneearlyadopterliftedaLiveOpscampaign’srevenueperplayerbymorethanhalf.
Winningdependsonhavingcleargoals,cross-functionalownership,therighttechpartners,andthecouragetostartbeforethesolutionisperfect.
Thegamingindustryhasweatheredatumultuouspastfewyears.Thepandemicboomgaveway
toaconsolidationwave.Now,theindustryissettlingintoitsnewnormal:It’sharderthanevertowinnewplayersandkeepengagingexistingones.
Whilesomepocketsofgrowthremain,theacross-the-boardexpansionofthepastdecadehasstalled.Globalgamingsoftwarerevenuehasgrownatacompoundannualrateofabout3%overthepastfouryears,andBainforecastsasimilarpaceoverthenextfouryears(seeFigure1).Meanwhile,gaming’sshareoftotalmediaconsumptionhasplateaued.Mostoftheaudiencehasbeencaptured;thehoursarelargelyspokenfor.
Figure1:Globalgamingsoftwarerevenueisexpectedtocontinuegrowingbyabout3%annually,inlinewithrecentyears
Notes:ForecastasofDecember2025;excludeshardware,advertising,andesportsrevenueSources:IDC;PwC;Omdia;S&PCapitalIQ;Bainanalysis
Thisisn’tasecret.Thepastfewyearsbroughtlayoffs,studioclosures,dried-upfundingfornewgames,anddelayedmajorreleases.Consolidationhasaccelerated.AIisarriving,promisingtransformationbutalsoraisinguncomfortablequestionsandnotyetdeliveringfullvalue.Thepostpandemicgrowththatexecutivesplannedforfiveyearsagohasn’tpannedout.Evenworse,manycompanieshaven’tadjustedtheirstrategiesaccordingly,whichwillleadtoweakerresults.
Mostexecutivessensethatsomethingstructuralhasshifted.Whatfewerhaveinternalizedisthelogicalconclusion:Iftheoverallmarketisn’tgrowingasfastasbefore,thenstrengtheningrelationshipswiththeplayersyoualreadyhavebecomesevenmorecrucialtolong-termsuccess.
Personalization—customizingcommunications,advertisements,andcontenttoeachplayer—isoneofthemostimportantwaysthatgamingcompaniescanboostengagement.Personalizationpaysoff
ontwofrontsatonce:Playersgetamoreenjoyable,tailoredexperience,andthatimprovedexperiencecandeliverthestrongerengagementandrevenuethatstudiosareultimatelypursuing.
Gamingcompaniesunderstandablypoursignificanttime,energy,andresourcesintoperfectinggameplay.Now,it’stimeforthemtoinvestmoreinmakingeverythingoutsideofgameplayanamazingexperience,too.That’swheretechnology-enabledpersonalizationcomesin;itcanhelpcompanieswinplayers’
heartsandminds.
Thevalueiswaitingtobecaptured
Manyexecutivesmaybesurprisedtolearnthatplayersareactuallyopentodata-drivenpersonalization.Bain’slatestannualsurveyfoundthatmostgamersfeeleithercomfortablewithorneutraltowardpersonalizedoffersbasedontheirin-gameactivity(seeFigure2).
Trueone-to-onepersonalizationhasbeenaholygrailfordecades.Otherconsumercategorieshaveshownwhattheplaybookcouldlooklikeingaming.Videostreamingplatformsuseviewinghistory,pausebehavior,andbrowsingpatternstorecommendacustomer’snextbinge-worthytitle.E-commercemarketplacesserveupmorerelevantgoodsbasedoneachperson’spastsearchesandpurchases.
Gamingcompaniesthathavedirectrelationshipswiththeirplayersatscalearesittingonrichbehavioraldata.Forexample,companiesthatruntheirowngamingplatformoroperateadirect-to-consumersubscriptionservicehavetherawmaterialintheformofin-gamemicro-decisions,socialgraphconnections,andpurchasehistory.
Untilrecently,thechallengewasthatthetechnologytodeliverone-to-onepersonalizationforgamersdidn’texist.Now,that’sstartingtochange.
Figure2:Thevastmajorityofgamersfeelcomfortablewithorneutraltowardpersonalizedoffersacrossdifferentscenarios
Notes:HypotheticalscenarioAwas“Afternoticingyou’dbeenbrowsingskinsforaparticularcharacter,thegameoffersyoua20%discountonone”;scenarioBwas“Basedonthegamesyouplayacrossmultipleplatformsanddevices,thegamerecommendsanitemsuitedtoyouroverallplaystyle”;scenarioCwas“Thegameoffersyouadiscountonakeyupgradeexactlyatthemomentitssystempredictsyoumightstopplaying”
Source:BainMediaConsumptionSurvey,June2026(n=5,339)
Whatone-to-onepersonalizationactuallymeans,andwhynow
Theterm“personalization”getsusedloosely,soit’sworthbeingprecise.Studioshaveruncustomersegmentationplaysforyears:groupplayersintocohorts,sendtargetedmessages,runA/Bteststocomparedifferentoffers.That’snotwhatwe’retalkingabout.Trueone-to-onepersonalizationmeanseveryinteractionisoptimizedinrealtimefortheindividualplayer,basedontheirspecificbehavior,preferences,andstageofthecustomerlifecycle—withoutahumananalystmakingeverydecision.
Thisismadepossiblebycontextualbanditalgorithms,aclassofmachinelearningmodelsthatenableagentstolearncontinuouslyfromplayerbehaviorandoptimizedecisionsinrealtime.Theagenttreatseveryplayeraccordingtowhatthedatasayswillworkbestforthatindividual.Itgearsahigh-frequencyplayer’sexperiencestowardretainingthemanddeepeningtheirengagement.Forexample,adeveloperadvertisingagame’snewseasoncouldsendapersonalizedemailtoacasualplayerhighlightingthereturnofthatplayer’sfavoritecharacter.Meanwhile,ahardcoreplayermightreceiveanin-gamenotificationaboutthecompetitiverankingsystemlaunchingwiththenewseason.
Contextualbanditenginesarestillfrontiertechnology,butthebarriertoentryisgettinglower.Thetoolinghasimproved,themodelshavegottenbetteratinferringpatternsfromincompletedata,andtechnologypartnersthatcanhandlemuchoftheorchestrationlayerhaveemerged.
“Thetechnologyhascompletelychangedoverthelasttwoyearsandisnowabletodeliverrealvalueatareasonablecost,”saysGeorgeKhachatryan,vicepresidentandheadofAIdecisioningatBraze,oneofthetechnologypartnersthatBainworkswithtohelpgamingcompaniesimplementthesekindsofsolutions.
Nevertheless,onlyasmallnumberofgamingcompaniesarebeginningtobuildtheinfrastructure.Mostindustryparticipantsareinwait-and-seemode.
Fiveplacestoputone-to-onepersonalizationtowork
Outsidegameplayitself,thehighest-impactpersonalizationopportunitiesclusteraroundfiveareas.We’veroughlysequencedthembywhereROItendstoshowupfirst.
In-gamestoreandofferoptimization.Thisincludesdynamicpricingandtailoredbundlesbased
oneachplayer’sspendinghistoryandpropensitytospend.It’stypicallythefastestpathtomeasurablerevenuegrowth,andit’stheareawherestudioswithgoodtransactiondatacanmovequickly.
Lapsedplayerreengagement.Reengagementisoneofthehighest-ROIusecasesbecausetheplayersalreadyknowthegame.Thiscategoryincludesintelligentcampaignsthatidentifywhenaplayerisdriftingorhasstoppedplayingagame,determinetherightmomentandchanneltoreachthem(email,push,in-game),anddeliveramessageoroffertunedtowhatattractedthembefore.
Personalizedonboarding.Moststudiosstilldeliverthesameonboardingtoeveryplayer.Thefirstfewsessionsplayingagamearedisproportionatelypredictiveoflong-termretention.Byanalyzingeachperson’sgameplayduringthoseinitialsessions,companiescanbuildadaptiveonboardingmechanismsoutsidethegame—personalizedhintsandtips,newfeaturerecommendations,
andsoon—thatreflectplayerskilllevel,playstyle,andpreferences.
In-gamecontentdiscovery.Thegoalistosurfacetherightmodes,maps,andeventsforeachplayerattherightmoment.Thiscanreducethefrictionbetweenlogginginandfindingsomethingworthdoing.
Cross-titlerecommendationswithinaportfolio.Forpublisherswithmultipletitles,usingbehavioraldatafromonegametointelligentlyguideplayerstowardothersisabigopportunity.Thisiswherescalecreatesacompoundingadvantage:Themoretitlesyouhave,themoresignalyouhave,andthebetteryourrecommendationsbecome.
Therealpowerofcontextualbandittechnologyisthatagentscouldassesstrade-offsbetweenthesefivedifferentareasinrealtime—suchasdecidingthatthebestwaytoengageandmonetizeaplayeris
toofferthatpersonabundlevs.sendinganin-gamerecommendationorsuggestinganew,similargameinthestore.
Forexample,byimplementingBraze’ssolution,alargefree-to-playgamingcompanyreplaceditsfixed-schedule,broadlytargetedpromotionswithreal-timeofferspersonalizedtoeachplayer.
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