Players
(bars,
taverns,
restaurants,
etc.).
They are bringing with them their
awareness of games and their game
WHO ARE YOUR PLAYERS?
Think about
it.
Each location
caters
preferences.
• A recent study* of game center
players revealed that as a player
gets older, his level of preference for
different game types (pinball, video,
table hockey, foosball, shooting,
skeeball) changes. Each of the age
groups between 13 and 30 showed a
high level of preference for pinball,
but as the player gets older his
preference for video increases. The
player over 21 years old, while still
to a slightly different clientele with
respect to the players’ motivations,
interests, and expenditures. But
Changing
•
any changes in the players?
As you’re thinking about your
see
lifestyles,
two income
impact consumer behavior. In-
expensive leisure activities have
all
locations and perhaps what your
players look or act like, consider
been growing at an unprecedented
rate as people seek out convenient
forms of entertainment to comple-
ment their lifestyles.
Think about your players. The
name of your game is to collect full
these factors...
• The baby boom is over. Players
are getting older. The growth of the
18-84 years group is slowing sharp-
ly and by the 1980’s will be declin-
ing steadily. The fast growing seg-
ment will be the 25-44 years group.
• Young players, niirtured on coin-
op games in game centers, will now
be entering other types of locations
awareness of game technology, and
increased awareness means more
players.
families, more females in the work
force, inflation, and the cost of fuel
who is really playing games? Do you
The best way to fill
is to meet the customers
— learn about your
and offer them the
games that maximize on
preferences and demands.
cashboxes.
cashboxes
demands
expressing a high level of prefer-
ence for pinball expressed an even
higher level of preference for video.
• Electronic toys and games is the
fastest growing sector of the toy in-
dustry. People of all ages are de-
manding electronic entertainment.
Electronic technology in games has
reached out to consumers in dif-
ferent behavior modes
outside
the home via coin-operated games,
in the home via home electronic
games and in the hand via the por-
table hand-held games. The result
has been a dramatic increase in
players’ profile
mix
of
their
•Game Center
Study.
March 1979,
C.
Well
—
Help Your Organizations Heip You
Ours is a fast-moving, changing
industry. As an operator, you
already know how competitive it is.
You also know that any help you
can get keeps you that much fur-
ther ahead.
There is more help available than
you may now be using to your full
from your State and
National industry organizations. To
get the type of support you need,
advantage...
you have
to
support them. Their
level
of effectiveness is directly
related to the people who make up
their memberships. That’s right.
Busy people just like you who are
constantly trying to improve and
advance our industry.
At last count, AMOA can boast of
no more than 12-15% of U.S.A.
operators as members. In Wiscon-
sin and Illinois and other state as-
sociations, the support is only 20%.
A free play bill was recently pass-
ed in Wisconsin and its passage was
astonishing when you consider how
few of the operators worked on it.
Restrictive legislation is being in-
troduced in communities large and
small aU over the country. For ex-
ample, on December 30th, without
any notice or hearings, an or-
dinance was passed in Park Ridge,
Illinois, limiting the operation of
games to one unit per 2000 square
feet of floor space.
And the AMOA
ter battle
is engaged in a bit-
with ASCAP-BMI to pre-
vent the escalation of the $8.00 per
jukebox
levy.
These are just a few examples. As
a manufacturer, we participate in
legislation and legal proceedings.
But you can help yourself most by
our own participation. The most ef-
fective way to do this is through
local association and AMOA.
your
You
can’t afford not to.
look. Why not join
Take another
today?
—an excerpt from a letter to operators from
Joe Robbins, Empire Distributing Co.