Demographic for our math game
Audience and the Player.
The demographic for our math game:
- AGE - 16 to 18 years old
- GENDER - Predominantly male audience
- CAREER - Likely in part-time employment
- VEHICLE -
- COUNTRY -
- RACE/ETHNICITY -
- RELIGION -
- INCOME -
- DISPOSABLE INCOME -
- DISABILITY -
- SEXUALITY -
- EDUCATIONAL ACHIEVEMENT - Below GCSE level
S.E.S - Socio-Economic Status
Quality of life attributes
Opportunity and Privileges
e.g. Poverty (14 million), Class, Politics {Stereotyping}
Physical and psycho-social stressors
Poverty - Physical (This could make a person unable to access the game, e.g. may not have the time or ability to play the game), Social (People might think that somebody in poverty shouldn't be wasting time playing games), Psycho (Player will be stressed, due to their situation and may be unable to focus on the game).
Class -
Politics -
Low S.E.S
Console
Sports
Frustrated controls
Girls rejected - GAP IN THE MARKET
CALLOIS (2001)
PLAY TYPES
AGON - Competition (challenge of agon)
ALEA - Chance (ritual of alea)
MIMICRY - Simulation (imitation)
ILINX - Vertigo (fear, adrenaline, the joy/rush)
YEE (2005) ==> Relevant to S.E.S
ACHIEVEMENT, SOCIAL INTERACTION, IMMERSION motivate players.
Considers impact on the class of the player, race and gender.
Leblanc's Taxonomy of Gaming Pleasures (Player's Experience)
- Sensation e.g. Feel empowered, hear music.
- Fantasy e.g. being part of a fictional world.
- Narrative e.g. unfolding events.
- Challenge e.g. solve a puzzle feel accomplished.
- Fellowship e.g. sense of community. feel fulfilled
- Discovery e.g. exploration makes the player feel clever
- Expression e.g. Character creation (Expression of one's self)
- Submission e.g. escaping the real world (for a while)
Example using Nier: Automata
- Sensation, the player feels empowered and motivated when the intense music plays during a battle or the calming, strange music when exploring/traveling.
- Fantasy, Nier: Automata takes place on an alternate version of earth where humans are extinct and has been left to nature, with only androids and machines being the only "living" beings left.
- Narrative, the narrative is seen through three different characters, allowing you to experience their own unique emotions and story and with intense plot twists it keeps the player excited.
- Challenge, the game difficult foes that present a challenge to the player, but once you have beaten them you feel accomplished and motivated to push forward.
- Fellowship, The game is being single-player has limited community, however the final sequence of the game which is notoriously difficult opens up to the player to a community. It also presents the player with the choice of sacrificing their save data to help a future player overcome the final sequence.
- Discovery, Nier while linear has many Easter eggs and curiosities that can only be found through exploring thoroughly allowing players to feel smart for finding them.
- Expression, while you can't design your own character, you are able to choose outfits and accessories and a wide range of unique weapons to express yourself.
- Submission, Nier automata is a long experience, taking roughly 70 hours to complete...
Bartle's taxonomy of player types. (CARD SUITS)
Achievers - Goals (challenge)
Explorers - Breath (discovery)
Socialiser - Other people (Fellowship)
Killer - imposing on others (Destroy or Help)
Example using Nier: Automata
Achiever - Plays the game on the hardest difficulty (All enemies can 1-hit kill you) and does all of the bosses, including optional and secret bosses for the challenge.
Explores - explore the entire world, complete side quests , collects weapons, looks for Easter eggs.
Socialiser - N/A
Killer - Chooses to sacrifice their save data to help another player.
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