GDC + VRDC@GDC 2018 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Profiling Casual/Core/Hardcore: Lessons Learned from 350,000 Gamers


Nick Yee (Co-Founder & Analytics Lead, Quantic Foundry)

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Business & Marketing, Design

Format: Session

Vault Recording: TBD

Audience Level: All

Despite their frequent usage in the gaming industry and community, the terms "casual gamer" and "hardcore gamer" are highly contested and context-dependent. Instead of being prescriptive, Quantic Foundry will slice a large data set of 350,000 gamers using different assumptions and present the outcomes in terms of gender and age differences along with the resulting motivation profiles. For example, they can slice the data by self-identification with the labels such as "casual"/"core"/"hardcore", by gaming frequency, and even by different engagement levels within a specific game. The findings will complicate any simple definition of "casual" and "hardcore" while surfacing many unexpected relationships between demographics and gaming motivations. This is a data-driven talk where the Quantic Foundry team will leverage a large data set collected via the Gamer Motivation Profile that allows them to pivot between demographic variables, gaming motivations, and preferred game titles and franchises.


Attendees will gain access to data-driven profiles of gamer types (casual/core/hardcore) based on several different starting assumptions. The talk will provide concrete examples of different gamer segmentation approaches, challenge assumptions about gamers and their motivations, and surface market opportunities uncovered by the data.

Intended Audience

Game designers, marketing analysts, and consumer insights analysts interested in data-driven insights related to gamer segmentation and gaming motivations.