Play Meter

Issue: 1976 March - Vol 2 Num 3

extent on the continent,
marketing is at first confusing to
the American trade.
The lines of demarcation
between authorized, or exclusive
or direct factory distributors and
indirect distributors and jobbers
and operators and direct location
sales agents are fine ones.
Whereas hazy lines of
differentiation irk and ire the
average American operator(e.g.
direct location sales and the like),
the European coinman is pretty
much conditioned and takes it in
stride and many times more
casually than we do stateside .
Without a doubt, the main
difference, and a phenomenal
contrast, is the business actually
booked at the ATE vs the MOA.
Certainly, in spite of much
braggadocio and extravangant
claims, most of the business
written at the MOA involves side
deals among distributors and
distributors jockeying for a good
post position with new (and
sometimes old) manufacturers
showing their unsullied (and
maybe, as yet, uncopied) new
wares . It is not a show where
operators book and buy .
The ATE show in many
respects is much more like our
own IAAPA (beach and park)
Show. At both shows operators
book heavy equipment (large
rides) and vast quantities of slum,
plush and novelty merchandise
and prizes for arcades, skee-ball
operations and carnivals . At
"Ally's Pally," immense orders
are booked, paid for and in some
instances, delivered and taken
away in 'spares' (machine parts).
In spite of the economy, with
volume generally down, there
was some heavy booking at this
year's show. One friend booked
over $325,000 (US dollars) with
operators. English operators
come and buy. In years past, as
much as a third to 50 per cent of
a year's business might be
booked by some of the small
specialty manufacturers at this
three days of excitement.
It was a little sad this year to
48
see a few of the long-time
exhibitors looking a little
threadbare and dogeared and
some not represented at all.
Victims of the economy.
But, the major distributors
and / or manufacturers were very
much in action. And the 'bigs'
were very, very much in action .
American manufacturers were in
full force, heavily displayed in the
booths of their English
distributors. Gottlieb, Williams,
Chicago Coin, Bally, Allied,
Ramtek, Atari, Meadows,
Brunswick and others were all
very much in evidence. Probably
one of the most vital and exciting
booths, accentuated by its size,
was the Cherry Group, a
Scandinavian company that now
represents Atari . The reception
of Kee-Atari's new piece, Stunt
Cycle, was, to say the least,
great .
As suggested above, it was
sad to see certain absences, but
at the same time, the
BIGS -- Music Hire Group,
Associated Leisure, London
Coin, Alca, Ruffler and Deith, to
name a few, the giants of the
English trade--were very
obviously in action and the order
pads were constantly seen, inked
and signed. All this in spite of a
sad economy, seemingly bearing
out in deed and not just in word,
what we have seen here: great
confidence in the future of our
business . (In addition to games,
jukeboxes were also prominently
displayed . )
There is always seemingly little
interaction between the
Americans and Europeans . Yet,
out of the public eye , the
American moguls and their
counterparts overseas are
wheeling and dealing constantly .
In addition there was and is much
action between Americans
peddling used and overstuck (sic)
machines overseas. It reminds
one of the famous sardine
joke--They're not for eating, just
buying and selling . Coming, as it
does, several months after the
MOA and the IAAPA, it affords
American execs the chance to
meet and review recent activity
and to visit with old friends and
check out the local, and
not-so-Iocal scene . In the broad,
however, the ATE show
generally, and especially this
year , was not a show for the
American OPERATOR.
Although equipment from
Germany, Italy, Spain, Japan
and other foreign countries was
exhibited, the vast majority of
foreign equipment was from the
United States and there was
more than a little resentment,
since many domestic dealers and
manufacturers because of the
limitations of Alexandra Palace,
were unable to find adequate, or
any booth space.
The supervision by security
people was all but non-existent,
and Michael Green of Alca and
several other exhibitors raised a
hue and cry : Strangers "off the
street" and "competitive spies"
(unidentified by badges, or any
sign) seem to have had a free run
of the show . Things will surely be
different next year .
Generally speaking, there is a
good feeling of warmth and
camaraderie between England
and the States. As always, a few
Americans get a little out of line,
but happily, for the most part,
they are ignored . The final event,
a formal banquet, was the
biggest ever this year . Held in the
Great Hall of the Grosvenor
House on Park Lane, over one
thousand partook of a marvelous
cocktail hour (which never really
ended), a banquet,
entertainment and hours of
orgiastic dancing to the world's
greatest, Ray McVay and his
orchestra . Into the wee hours!
No matter what the economy,
no matter the conditions, no
matter how good or how bad
business is, we all look forward to
next January with hopes of new
ideas and new equipment with
the strong conviction that
business, at least Stateside, will
continue its phenomenal growth .
PLAYER PSYCHOLOGY
W hat Player Appeal Really Means
BY MORRIS B . NAHUM
When we discuss the appeal of
any game, it is obviously the
players ' behavior and, consequent-
ly, their emotions which make
games either winners or losers .
Although manufacturers spend a
reasonable amount of money for
advertising , I wonder if a psycholo-
gical market analysis has ever been
conducted to attempt to find out
what makes players patronize cer-
tain games more than others .
For instance, why is it that the
standard pinball machine remains
ever-so -popular, while some novelty
games fail so miserably after a
short-lived spurt of popularity .
Some of those old arcade guns, for
example, are still worth today as
much as they cost 10 years ago in
the eyes of their operators. On the
other hand, how sad it is to read
some " for sale" ads in which
novelty games manufactured only
two years ago are offered now for
exactly one-tenth of their orighinal
price .
Yet , both the arcade guns men -
tioned above and the novelty game
which failed so badly were manu -
factured by the same first -class
manufacturer and both were operat -
ing in the same location .
For the past 24 years , I have dealt
exclusively with the international
marketing and export of our equip-
ment and can only speak from my
impressions and experiences in the
foreign markets, but isn 't it true that
human behavior is universal and the
same causes and effects should be
tru e either here or there?
Whenever possible, I have inter-
viewed players as well as operators
and done my utmost not to confine
myself to sometime-erroneous re-
ports given by importers who may
try to explain it all with quick
answers and try to blame American
PLD'_TER
manufacturers for all failures and
problems with game appeal.
From interviews with hundreds of
players from Berlin to Bangkok and
from Sweden to South Africa in six
languages, I discovered one factor
very quickly:
Players want to relate to the
machine . They want to transfer to
the machine their fantasies and they
expect to find enjoyment and fulfill -
ment when they play.
Using several psychologically or-
iented questions I also discovered
that (A) the player wishes to transfer
his emotions to the game through a
realistic " hold object" and (B) the
player must sense a feeling of
achievement and must be remuner-
ated by positive responses from the
machine.
Most players I interviewed listed
" hold objects" such as flippers, cue
sticks, steering wheels, rifles and
balls and pucks as realistic tools of
pleasureable transference .
The least pleasureable hold ob-
jects listed were dials, knobs and
levers .
The realism of the hold object,
players indicated, must be matched
in the game itself . The game must
be alive and literally bounce back
under the players fingers . The game
should also display realistic action
and be equipped with sounds one
can associate to everday life, which
in turn can trigger human emotions.
The most like sounds were bells
(obviously association with cash
register sound), engine sounds,
punching and kicking sounds and
cheering or applause sounds .
In the same manner, it appears
that players want realistic effects
such as real ball action ; authentic
and realistic sceneries, either pro-
jected or displayed, but on scale;
and spinning wheels and reels .
The most disliked sceneries were
toy objects and all objects not
reduced to scale, fantasy scenes,
electronic displays and , most sur-
prisingly, all space characters .
These findings may be surprising
to some, but if one looks at it
carefully, we have to conclude that
players simply want honest, realistic
and live games which they can hold,
manipulate and relate to in an
environment of realistic scenes and
sounds.
With this rough psychological
profile of the average player, per-
haps we could attempt to build a
game that would incorporate the
most desired features, yet keep it to
a size that would allow it to be
operated in countless locat ions,
aside from the perennial arcade
location .
In any event , manufacturers
should always remember that the
player is the ultimate judge. It is
therefore only through genuine
communication with good operators
who listen to their players that ideas
will be born and some tremendous
"winners" developed in the near
future .
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UNITED STATES OPEN
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49

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