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
Pegi:

- 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
Animal crossing gradnma

Audie the fox- amiibo figure 25£

3500 hours









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