Previously my user research and market research is not detail enough. To help me further understand what the application market demand is right now.
Market Research
(53%) of smartphone owners play mobile games daily.
The types of game played by active users are:
10 million monthly active users play “Hidden Objects” social games
13.24 million monthly active users play “Casino Related Games” social games
2.5 million monthly active users play “Role-Playing Games” social games
Over 100 million people play games on social networks — 61% on Facebook
Rhythm game are not the most played game by the active users of mobile phones. It is also stated that by the year 2014, console game will be dominated by mobile game. The statistic is probably a good sign of me developing a mobile game, rather than console game.
Target Audience
Previously I've been confused on what target audience I should be focusing on. I've picked to focus on people who love music, rhythm gamer & casual gamer.
I've found out that my user research are too saturated. Therefore, I've decided to focus on one single target audience which is casual gamer and design my game in the favor of casual gamer.
From my research I discover casual gamer's behaviour are as according:
Market Research
(53%) of smartphone owners play mobile games daily.
The types of game played by active users are:
10 million monthly active users play “Hidden Objects” social games
13.24 million monthly active users play “Casino Related Games” social games
2.5 million monthly active users play “Role-Playing Games” social games
Over 100 million people play games on social networks — 61% on Facebook
Rhythm game are not the most played game by the active users of mobile phones. It is also stated that by the year 2014, console game will be dominated by mobile game. The statistic is probably a good sign of me developing a mobile game, rather than console game.
Target Audience
Previously I've been confused on what target audience I should be focusing on. I've picked to focus on people who love music, rhythm gamer & casual gamer.
I've found out that my user research are too saturated. Therefore, I've decided to focus on one single target audience which is casual gamer and design my game in the favor of casual gamer.
From my research I discover casual gamer's behaviour are as according:
- They don't have a specific age group or sex.
- Can be both male or female.
- Usually they want the game to be fast
- Game that is easy to access, at any places
- Game that ends quickly, 5-15mins to complete a level.
- Prefer to enjoy the game rather than playing it aggressively
Besides that, I will also use the flaws of plain rhythm game that I've research before as my supporting research to help me to develop a better version of rhythm game. By inputting strategy element into the rhythm game to create depth for the interaction for the game.
Therefore, from the research I've done, I decided to design my game as a fast pace game. By having a survival mode where user can play anytime and quit anytime, it is very easy for them to have a fast game play time. Besides that, the game I developed will be an offline game, therefore user can access it easily without the need of finding connection. The style of the game will be suitable for both sex.
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