Gaming audience and identity
Motivational model
1. Action - Scorpion/ tarantula
2. Socialise - making new friends and visiting islands
3. Mastery - strategy, challenge - Golden tools
4. Achievements - Collect fish, bugs, fossils - museum
5. Immersion - Released in lock down so was an escape from reality, real time clock
6. Building and creativity - Building your own world
Animal crossing has a universal audience
Age rating
- One way to appeal to an audience is to keep the age rating low
- 3,7,12,15,18
- Have to legally declare in app purchases
- Animal crossing is rated 3 but still isn't the safest game to play - weird people joining
Types of player
1. Casual - irregular play, phone games, free to play - intended audience for animal crossing, hybrid functionality
2. Core - regular play, fans, not serious or competitive - Ninetendo allows time travel
3. Hard core - extended play sessions, regular, obsessive - Due to covid
Hearts of Iron 4
- Hard core
-PC
-Extended play sessions
-Mastery + strategy
-Niche audience
-Independent game - small budget
Fortnite
- Universal appeal
- Appeals to all gamers
Audience and identity
Maintaining audiences
- Player motivation - appeal to mass audience, target a niche
- Lower the age rating so theres a wider audience of people playing
- DLC'S - happy home paradise
- Pay people to play their game - sponserships and donations
- Merch
- Franchise collaboration - AC and monopoly, fortnite and lego
- Good competition
- Memes - viral word of marketing
- Esports - hard core players
- Streamers
- Types of gamers
- Free to play
- Good games - seal of quality
- Marketing - teasers and trailers - trailer reaction - E3 and gaming conventions
- Hype
- Ninetendo direct
Audie the fox- amiibo figure 25£
3500 hours
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