week 3

Targeted audience.

The audiences that a game has can vary depending on its content and genres. Therefore if a specific audience is required to be targeted the development of key features within it must appear and appeal to those who are being targeted. Classic examples of games that have been developed for a specific audience are the mobile game "Paper Toss" and "Cut the Rope" these games have been designed to hit a casual game player who may not be a Gamer. 

 

Demographics.

The demographics of the possible targeted audience of a game title can impact the sales, interaction and appeal of the game. The term Demographics relates to a number of factored areas such as

Gender,

Age,

 Race,

And a number more.

These when reflected on can form the basis of our "following" and how we are able to create and develop games that meet their wants and desires. Games companies will survey a section of society against some criteria that they have based on a game idea and proposal. They will gather this feedback to improve or develop titles that meet the requirements of the audience. 

However, there may be instances where location impacts the views of a demographic group due to other influencers, for example, in Japan and across Asia Annime has a large following and any game title that has this visual style tends to be popular

 

Subculture.

Imagine subcultures in the design of an esports game like different cliques or groups in school. In the gaming world, these are smaller communities of players who share unique interests, playstyles, and ways of enjoying the game. Here are some simple examples:

1. Role-Playing Subculture: In games like League of Legends, there's a subculture of players who love to role-play as their favourite characters, creating their stories within the game.

2. Subculture: In games like Super Mario, some players form a subculture focused on completing the game as fast as possible. They have their own rules and strategies.

3. Cosplay Subculture: Games like Overwatch have a subculture where players love dressing up as their favourite heroes in real life, bringing cosplay into the gaming world.

4. Fighting Game Subculture: In games like Street Fighter, there's a subculture of competitive players who are into intense one-on-one battles and tournaments.

5. Strategy Subculture: In games like StarCraft, there's a subculture of players who love to strategize and plan their moves meticulously.

Game designers can pay attention to these subcultures to create features and content that cater to these specific groups, making the game more enjoyable for everyone. It's like ensuring there's something for every high school clique to enjoy in the game! 

 

Game developers may take subcultures into account when designing their games to cater to specific player preferences or create features that resonate with these subgroups. For example, subcultures may develop around specific game genres, professional teams, or gaming platforms, each with its own set of norms, slang, and expectations. Understanding and accommodating these subcultures can help game designers create a more engaging and inclusive gaming experience.

Needs.

The need of the player must be considered when designing a game or player. The audiences that will play the game may require certain abilities, features and capabilities to be present for them to be fully immersed in the game. 

Attitudes and opinions.

 

Personalities.

 

 


Last Updated
2023-11-10 10:17:27

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Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.

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