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What Squid Game Can Tell You About Gaming and Life


According to Netflix’s co-CEO Ted Sarandos, “There’s a show on Netflix right now that is the number one in the world. Like, everywhere in the world. It’s called ‘Squid Game,’”.

Sarandos is not exaggerating. Squid Game is Netflix’s most-watched series to date. At this point, to call it a viral sensation is actually an understatement. Unsurprisingly, this series about a deadly game has resonated with viewers because of exaggerated and fantastic metaphors for particular life experiences. Additionally, the fact that it exploded in popularity despite very little marketing also gives us a little insight into how things really work in the real world. 

So what does this show about a game (that we hope no one ever has to play) tell us about gaming and life? 

Let’s find out. 

Lesson 1: If people like something enough, you won’t have to spend on marketing

When compared with other popular shows, Squid Game has virtually no real marketing support beyond Asia before appearing on Netflix. And yet, it has become an entertainment icon. Word of mouth was more than enough to make it a wild success.

When designing your product, be it an app, website or even a consumable product, keep this in mind. Focus on making the customer happy, and the marketing will take care of itself. A large part of Squid Game’s popularity was generated by the memes that cropped up after it appeared on the platform. People loved it so much they just had to spread the love. And said love spread all the way until it turned the show into a household name.

Turns out, an easy way to get people to like your app/website/campaign is to gamify it. Make it fun for them to engage with what you’re offering, and they will like it enough to spread the word and boost your product’s popularity.

Lesson 2: Think Outside the Box

In the Honeycomb game, players licked the honeycomb so that it became easier to cut with a needle. Sounds like a creative solution? That’s because it is.

In life and especially in gaming, innovation pays off. With users bombarded with content every time they look at their smart device, your product needs to find ways to stand out, distract, enchant and engage. Gamification of apps and websites can contribute to this significantly, given that game elements are designed to provide users with excitement, anticipation, escapism and good ol’ fun.

Lesson 3: Your weakness can help you winn

In the tug-of-war contest, each competitor was assigned a role based on their strength. The losing team had 10 strong men while the winning team hada, among others, three women and an elderly man. So how did they win?

They took advantage of their opponents’ underestimation of them. The 10 strong men did not expect that the other team would be a challenge, and this notion is what caused their defeat.

In life, do exactly the same. If someone underestimates you, use it to up your games and achieve a surprising victory. Winning is always easier and more satisfactory when no one expects you to win.

Lesson 4: You can finish last and still win

Think of the Glass Bridge game. It was only possible to win it after watching how everyone else played, and avoiding their mistakes. This is a valuable lesson for life.

When it comes to life and gaming, watch those who come before you. They might be racing ahead at the moment, but if they make mistakes and endure failures, you will have the advantage of knowing what went wrong, and avoiding those mistakes.

For example, during a gamification project, do the research. Study what your predecessors did, what your competitors are doing and where they may have previously failed. Don’t offer discounts if a certain target audience has been shown to not care about it (such as people in very high income groups), even though gamification manuals use discounts as a major reward.

By not repeating mistakes made by others, you will be saving yourself time, effort, money and other resources. Once you know what doesn’t work, you can focus on what works.

Lesson 5: Slow Down

In the show, whenever anyone is in a hurry to get through the ordeal, they lose or at least, end up regretting that decision. This is just as true of real life.

Don’t rush through anything, especially important decisions and tasks. You’ll end up making mistakes, overlooking significant requirements and providing shoddy results. Real life isn’t fun and games (and neither is the show) which means you’ll have to approach it with a calm, turbulent-free and analytical mind. If you don’t, things don’t usually turn out too well.

Squid Game’s popularity is not just the result of a great script and excellent cinematography. It reflects important issues plaguing human life today (debt, capitalism, economic divide). The struggles of the characters and especially the protagonist ring true for millions of viewers, mainly because Squid Game is quite a treasure house of lessons about the complicated games we must play to live. 

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The Rise of Esports as Casual Games

The world of esports has expanded massively over the last decade. Once considered a niche among gamers, esports now has an estimated revenue of $1,084 million in 2021, a staggering 14.5% increase over last year. Esports, or electronic sports, has emerged as a contender to traditional sport leagues like the NFL or Major League Baseball. Industry experts even believe the viewership of esports will likely surpass these traditional offerings pretty soon.

What are Esports?

In short, electronic Sports, or esports, is an umbrella term covering any competitive games or gaming events. This can be anything from casual games to mobile gaming to games on PC and Consoles. For example, Newzoo, the premier source for gaming analytics worldwide, defines esports as “professional or semi-professional competitive gaming in an organized format (tournament or league) with a specific goal/prize, such as winning a championship title or prize money).

Esports is the most-watched collective phenomenon worldwide, with a viewing audience predicted to be at 728 million. Believe it or not, the history of esports started with casual games back in 1980. The Atari 2600 Space Invaders Championship in New York City had over 10,000 participants. The competition, centered around the Atari classic Space Invaders, was won by Rebecca Hieneman. This was followed by the 1982-83 CBS game show Starcade, where participants faced each other in arcade games. The second pilot of this show had a then-young Alex Trebek playing the host.

In contrast, the largest gaming event in 2021 had over 5.41 million viewers, and the largest esports championship pool was an eye-watering $34.3 million.

What is a “Casual Game?”

A casual game is, by definition, something that one plays in leisure and does not have a steep learning curve. Puzzles, Trivia, Scrabble, Arcade, Card-based games are some excellent examples. Over the past few years, mobile gaming has dominated the casual games scene, and understandably so. With smartphones being our primary content consumption devices, games like Candy Crush, Temple Run, Angry Birds and Subway Surfer have gathered a worldwide cult following. This increased player base has sometimes caused controversies as well, like the recent Pokemon Go debacle. In 2021, 2.6 billion mobile gamers exist, most of them into casual games. Often tagged as means to pass the time rather than a means to compete, these casual games are now the most played game type across all age groups, according to Limelight’s 2020 report.

A casual game has a few aces up its sleeve. First, it should not be too difficult to learn. Second, it should provide enough incentives for a novice, casual player to be invested to continue playing it. Third, it should not deter players by excessive ads or paywalls. The best casual games do this by creating game mechanics that are easy to learn but hard to master. The experience, coupled with this hook, creates a comfortable yet engaging space for casual gamers and brings them back for more.

How Did the Worlds of Casual Gaming and Esports Collide?

An increase in accessibility via mobile devices has skyrocketed casual gaming. It has also broadened the term ‘gamer’ – usually meant for hardcore, more involved participants, ‘Casual gamers’, people who do not identify as normal gamers, are on the rise. A recent survey in 2019 found two-thirds of Americans fell under this category. Yet, the study also revealed, these people were playing mobile, casual games 4 times a week on average. This placed them right in the vicinity of their more traditional fraternity.

Over the past year and a half, due to strict lockdown mandates, the world of gaming has almost exploded, and casual gaming has moved up a notch with it. Casual, single-player games have topped the download charts in all mobile platforms. Candy Crush is a prime example of this – a 2019 report by Niko put it as the top choice of casual, female gamers. The report also highlighted that more than 60% of female casual gamers spent at least seven hours per week playing. Google for Games’ insightful, vibrant 2021 global insights report states that 1 in 4 casual gamers spent more money in gaming during the pandemic. One does not need more reasons to understand why these games have seen billions of downloads.

This unique proliferation pattern has started turning the tide for casual gaming towards being a viable esports contender. 

Goama Games Hyper Casual E-sports

What Does the Future Have in Store for Us?

Reports show that over the past year, people have increasingly preferred playing games over streaming shows or watching movies over the past year. Given these statistics, it is highly likely that casual games will be hosted in esports tournaments in the near future. Casual esports engagement engines like Goama have already taken a step in that direction. Goama’s proven gamification models, presence in leading apps worldwide, and a laundry-list of veteran clientele, bringing esports experience for an app is just minutes away.

“Casual games” are not so casual anymore. So, next time you tune in to a live, big gaming event, don’t be surprised if you see competitors playing Temple Run.

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