How to run gaming on target audiences of different ages?

How to run gaming on target audiences of different ages? img
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Gaming is a very specific vertical, but its use provides a good profit, and the risk of getting banned in this case is minimal. The function of offers in gaming is performed by a variety of games for computers and smartphones, as well as their browser versions. Most of them are represented by online projects that use donation systems. In addition, the offer can also be a game server or a certain action held within a particular computer or mobile game.

Although gaming in its pure form is not too popular among people who are professionally engaged in affiliate marketing, competent use of this vertical can bring good income. What features have target audiences of different ages in gaming, because nowadays not only children like to play games.

How to properly select the target audience we told in this article.

Run on the adult target audience

This category includes young people aged 18 to 30 years old and adult gamers from 30 to 45 years old. Some representatives of young people prefer to behave like teenagers, so we will not consider them, but young people who are similar to adult users in behavior.

The following approaches usually prove effective for this target audience:

  1. Referencing a game that was popular years ago. Many mature gamers are constantly looking for games similar to those they played in their youth. To increase conversion, it is worth using games similar to old hits, it is also worth using snippets with their gameplay in the videos.
  2. Additional topics. In the advertising campaign, you can use any event held in the game and not directly related to its plot. For example, the use of soccer events in World of Tanks gives good results. Although soccer is very far from tanks. In addition, the increase in conversion is facilitated by the theme of the event, which allows targeting by interests close to it.
  3. Hard tech. In the case if the offer is associated with the receipt of it promotional conditions of a certain game element, good results are provided by hard tech. However, this requires a good understanding of the mechanics of a particular game. It is most effective to use this approach, working with influencers.

Running on a young target audience

The young audience includes users aged 12 to 18 years old and a part of teenagers under 18 years old. Working with them is much easier. Classical marketing techniques apply here.

The following types of approaches are effective:

  • limitation, timers. Good incentives for this segment of the target audience are restrictions in the volume or time of the content offered to them;
  • Battle Passes, Season Passes. Here, too, the factor of time or quantity restrictions is active. Also, gamers of this actively activate promo codes for bonus rewards;
  • Loot boxes, cases. Various approaches can be used here - from classic gambling creativity to the conversion of minimum winnings into game currency;
  • killer, popular game. Young gamers get bored with games quickly, and they start looking for new entertainment. A “killer” of a game they are bored with is likely to be of interest to them;
  • NFT, other blockchains. The very prefix crypto- or blockchain- before the term “game” is of interest to young users. Everyone remembers well the excitement caused by the hamster, on which many began to actively tap;
  • numerous bonuses. Young people are accustomed to frequent use of bonuses, cashback, discounts, various promotions. Therefore, the increase in such offers has a positive impact on the envelope.

Run on a very young target audience

  1. The same chips as for a young target audience. Very many approaches that turn out to be effective for a young audience are also relevant for users younger than 12 years old. This is especially true for hype stuff.
  2. Interest Targeting. The under 12 segment is not available on every advertising platform. Targeting therefore need to their interests, which can be very far from the topic of the offer. Also, it should be taken into account that the representatives of this audience interests change very partly
  3. Visual images. Running on this segment of the target audience can be quite different from the usual. Creativity may not include UTP, and convert only due to the fact that young gamers liked some witty statement from promorolik or picture. However, it is almost impossible to make predictions in this case.
  4. Influencers. This audience is dependent on the opinion of people who are its idols.

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