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CO1301: Games Concepts Dr Nick Mitchell (Room CM 226) email: npmitchell@uclan.ac.uknpmitchell@uclan.ac.uk Material originally prepared by Gareth Bellaby Lecture 17 Demographics
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Genres and Markets There are potential customers for your FPS game. we know this because these games sell There are potential customers for your RTS game. we know this because these games sell Are there customers for your FPS/RTS hybrid game?
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Genres and Markets Set intersections and set unions. If two potential markets are put together, do they make a set union, or a set intersection?
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References Chris Bateman and Richard Boon, (2006), 21st Century Games Design, Charles Rivers Media. Rabin, Introduction to Game Development: 2.1: "Games and Society" (small section) ELSPA (the Entertainment & Leisure Software Publishers Association ). UK. ESA (Entertainment Software Association). USA.
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Demographics Demographics means the characteristics of a population, or segment of a population. The term is used in advertising but also marketing. Who is the target market? For example, a statement in the GDD that the game is meant for 12+ range is based on the target market.
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Some statistics about demographics There is some variance between surveys of game players. However, a broad agreement as to major trends and characteristics exists...
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Some statistics about demographics According to Entertainment Software Assoc. (ESA): The average game player is 34 years old and has been playing games for 12 years. (33 in 2005) The average age of the most frequent game buyer is 40 years old. (40 in 2005) Eighty-two percent of all games sold in 2008 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+. (85% in 2005) Forty percent of all game players are women. (was thirty-eight percent) http://www.theesa.com/facts/
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Some statistics about demographics According to ELSPA: 38.2% of the UK population is an active computer gamer. 51.2% of British men and 25.1% of British women aged 10-35 play games regularly. On average, gamers play for 12.6 hours per week (up from 11 hours 2 years ago). It is estimated that the average person will watch three hours of television every night. 27.2% of all active gamers in the UK are women. The average age of the UK female gamer is 30-35 http://www.askaboutgames.com/index212d.html?c=/pages/factsFigures.jsp
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Why Demographics? The discussions we've had about genres also touches upon the target market. Genres arise (at least in part) because of marketing. However, the stronger point was also made that genres arise because people like playing certain types of games. Marketing draws upon categories such as RTS, FPS,... The distributors want to get the market (and advertising) right. Developers want this to a lesser extent since they are more focussed on quality, their own satisfaction, and so on.
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Why Demographics? Demographic models have been created in order to shed some light upon playing and buying habits. Difficult to make good decisions on the basis of intuition. A good approach is to trust your judgement, base things on experience and to build a well designed quality product. However, you could be building the game just for yourself. You may just be wrong.
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Exercise What factors do you think are important for distinguishing the different target groups for a computer game?
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Demographic Variables Variables: age gender income culture amount of play (It is thought by some that there is a material difference between those who play games a lot and those who play less frequently.)
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Sales and Demographics The Sims and Grand Theft Auto are two of the best ever selling games series. (GTA: San Andreas sold one million units in nine days) It is no accident that both took demographic models into account.
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Who are your customers? A common distinction made in the industry is between: Hardcore gamers Casual gamers What are the characteristics of these groups? Casual gamers - large and maybe responsive to fashion and word of mouth. What are the implications of making a game for a hardcore audience? Financial, mechanics, etc.
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EAs' Audience Model Hardcore Gamer Cool Gamer Mass Market Casual Gamer
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EAs' Audience Model Hardcore gamers Small but vocal group. Play demos. Play at least 25 games in a year. Cool Gamers Has a hardcore friend who is the major source for buying advice. Tend to play games in the current top 10. Casual Gamers Least game literate. Swayed by Cool Gamers and TV advertising. Tend to play games in the current top 3. Sales propagation model.
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Bateman & Boon Conqueror: Winning and beating the game. Completing counts as winning. Manager: Strategic or tactical challenge. Mastery of a game. Often continues playing even after winning. Wanderer: Searching for fun or a unique experience. Participant: For some this means story oriented. For others it means a social experience.
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