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The profiling of players: both physical and online

It may seem that the whole world of gambling is ephemeral, superficial, very profitable and few know that, instead, participating is extremely difficult and demanding from many points of view. Certainly everyone has their role, who demanding and whoever less: but all are called to give their best to make sure that whatever what they are undertaking in the playful sector, it is perfect and proportionate to what is demanded by it. Also in this world research is made before putting any game product on the market and all this "follows" the profiling tool that is the result of studies on the personal behavior of the players

Each of them has a trend that can be towards online or terrestrial game: but, undoubtedly, there are preferences and the difficulty is to study the way you can captivate the attention of those looking for a particular game and insert "points "Of difficulties for those who want to measure themselves with entertainment equipment to evaluate their individual ability and their sagacity.

It is therefore established that the profiling of the players is one of the most important aspects to be analyzed when you enter a new product on the market or when you want to understand the success (or failure) of a game already spread to the public, or even when They are intended to adopt particular marketing strategies. It would seem everything simple, but it is not so absolutely, otherwise all the companies would be at the same level, even high perhaps, but homogeneous: instead, there are producers and companies that emerge unlike others.

And then we must absolutely not forget that the players are divided into two categories: Those who are predisposed to online and terrestrial games and for these are meant all those games that can be played in theaters, agencies, corners, bars and tobacconists where there is no internet connection. A winning strategy, at least apparently, could be to create to make sure that those who follow the terrestrial games games even online, perhaps with the same "games".

The Doxa Institute has conducted various studies and various searches to deduce the profile and predisposition of the players of the two game segments and the result is what terrestrial and online players belong to "two distinct worlds" that cross, but only for a limited percentage of players.

The offline are an average age of 45 and are concentrated particularly in central USA and large cities: they have a medium-low culture, they are not very active from a cultural point of view, they read little and particularly sporty newspapers, they always go out with the same friends with which they have a consolidated relationship. They use cash and less banknotes or credit cards, surf the Internet and almost half are registered with a social network with which they connect daily.

Online players are younger: average age 35 years, graduates or graduates and are full of interests. They are intrigued to various categories of themes, from current affairs, to sport, politics, to travel. They use credit cards or prepaid cards, with consolidated payment tools such as PayPal. They surf the internet every day and play not only in games with money in money, but also in role -playing or strategy games: they also participate in skill games by interacting with other people.

Publication date: 23 September 2017 at 10:00

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