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Research
Joe Manship
Existing Product
(Skyrim)
My character will own a
sword and there will be
no guns as the weren’t
invented which will
appeal to gamers which
don’t like the ‘full on’
action of guns
A hood on the
character suggest to
the customer that
there is going to be a
lot of sneak as the
character looks
hidden and
mysterious
Long, old fashioned
clothes to suggest
that it is set in the old
times, this appeal to
customers as they
enjoy playing games
in the olden days
when everything is
simple yet enjoyable.
The cape-like
clothing suggests
that the character is
a vigilantly and
doesn’t stick by the
rules. This would
appeal to customers
as they would find it
enjoyable to break
the rules for the
better of good
The dark colouring of the
characters outfit suggests
that he is a dangerous
character or that he uses
dark colours so that he
isn’t seen easily which is
appealing to the customer
Existing Product
(assassin’s creed)
This character has hidden
blades which suggest the
game is based on
eliminating enemies with
stealth or surprise traits.
This appeals to
customers as they will
enjoy sneaking round the
enemies.
This character does not have
a main weapon which
doesn’t let him eliminate his
enemies with out a strategy
which makes the game
appealing to strategic gamers
because the game forces the
player to create ways in
which they have think before
going through a mission
which can be more enjoyable
to some customers
There is no heavy armour on the character which suggest that the character is designed to be
light on his feet and has to be able to escape quickly and silently with out leaving a trail, which
is appealing because gamers like to be mysterious and silent.
Existing Product
(weapon analysis)
The detail on the weapon
suggest that time has
been taken into making it
and it has suit a worthy
swordsmen so whoever
uses this weapon is a true
warrior. Which appeals to
the gamer as they will
want to be the best in the
game having the best
weapon will set them
towards the best player
which so a competitive
side to the game which
would add to the sales of
the game as it would be
more appealing to the
customer
The design of the weapon is
very unique, with the blade
being all jagged, making it
more appealing than a boring
normal sword which
everyone will have so it will
make players want a unique
sword so they are set aside
from everyone else making
them seem better which,
again shows a competitive
side to be the best. Also it
will appeal to gamers that
like changing characters
outfits so that they look
unique and cool.
Existing Product
(early designs for a video game)
A pre 1990 design of a
character is not
appealing in the modern
video games as it is not
3D because they didn’t
have the technology at
the time.
This character is for a
2D game which
would be appealing
to males aged +45 70
because the game
will be very slowed
paced and simple
because in the 1990s
they didn’t have the
technology to make
it complex and
creative and older
males will not want
to have to react fast
and they will want to
take their time and
be able to think
before reacting.
The character is very
simple which would
appeal to gamers who
don’t want to have to deal
with fancy things but just
want a simple character
that does a simple role.
Research Analysis
• What common features do the researched
products have?
-They're all quite old fashioned which is appealing to people as it
is as if they were living in that time in which the game is set.
-They're all about stealth and the art of surprise which is
appealing to the gamers that like sneaking.
• What aspects of the research will you include
within your on work?
-I will take some ideas of the weapons such as the designs on the
blade in slide 4 using that idea I will create my own design on my
characters blade.
Questionnaire Analysis
Audience research
• Observation: I asked for names to know if there was any people not
taking it seriously
• What this says about my audience:I can use this information
to see what type of people will playing my game
• How will your product appeal to this audience:it will
appeal more because I will be able to take down the right information
Audience research
• Observation: mainly males have taken the survey which means that males are more
interested in the game than women which means more of the characters features
should be based for males.
• What this says about my audience: this shows that my audience is males
so I need to suit males interests rather than a women's interests because the majority
are males
• How will your product appeal to this audience:it will appeal to my
audience because it shows that more males will be viewing the character and males
tend to like violence more and my character has a lot of violent aspects
Audience research
• Observation: the data shows that most of the people like to play in stealth
and strategy because you have to think more before you react which involves skill
making it more enjoyable.
• What this says about my audience: the data shows that people will
want me to have stealth clothing on the character and have a stealth type of
weapon which will intrigue people more.
• How will your product appeal to this audience: my product has
full black clothing which will suit the demands of the customers making them want
to play it more
Audience research
• Observation: the character will have to have a wide variety of weapon choice so that it
suits the customers demands and appeals to them more meaning the game will be a success
• What this says about my audience: my audience want to have a choice
of weaponry when going into missions so that they can go into the mission with a choice of how to
do the mission (stealth, straight in etc…)
• How will your product appeal to this audience:my product
will be appealing because the character has a wide choice of weapons so that there is a
choice and that’s what the customers want.
Audience research
• Observation: more of my audience like guns but it is hard to be as stealthy with guns
but a lot of the audience like swords and bow and arrows so that’s an option to include.
• What this says about my audience:my audience like stealth but loud
weapons but the second option is swords and they're quitter so it will suit the secondary audience
more
• How will your product appeal to this audience: my
character has swords and bow and arrows so they will be able to be silent
with the sound of guns
Audience research
• Observation: my audience will want mods to be in so in the actual game my
character will have mods on him so they will be able to add mods to change the
character and customise it
• What this says about my audience: this shows that my
audience is creative and like to customise the character with unique and different ways.
• How will your product appeal to this audience:
Mods will suit my audience because they like a wide variety of choice and mods give
unlimited choice, making it more successful
Audience research
• Observation: my audience like online more so my character will have to fit the
online based gaming more so it will need traits to go with the character.
• What this says about my audience: my audience likes to play online
more so the variety of the character is important because they need a range f
different ways to fight.
• How will your product appeal to this audience: more people
will play if there is lots of different ways to fight.
Audience research
• Observation: people like to have 20 minute missions because you can do a lot but you
don’t get bored from doing the same thing for a long time.
• What this says about my audience:my audience like missions that last
20 minutes because they might get bored easily so you have to make short jam-packed missions
and you need a character that can do a lot of different things so that it stays entertaining
• How will your product appeal to this audience:my character
has lots of different traits so he will be able to do lots of different things so the gamer wont get
bored easily.
Audience research
• Observation: my audience like to have the challenge of finding and creating weapons so
that they can have unique weapons.
• What this says about my audience: this shows my audience like to find
unique weapons so that they can be the best and no one can get the same weapon as them
• How will your product appeal to this audience: my
character will have unique weapons that no one else has so they can have
weapons like no one else and be unique which will satisfy the customer.
Audience research
• Observation:the majority of people like games to based in the war times which wont
work as there is guns and there are no guns in the game my character is in so it have to go with the
secondary choice which is medieval
• What this says about my audience: my audience like war times better
than any other but there is no guns so it will be set in medieval times which is the second choice.
• How will your product appeal to this audience: my character
will be appealing because it is going to fit in medieval times and have medieval weapon to go
with him.
Interviews
Interview 1
Charlie aged 16
What do you look for in a video game?
‘I like a lot of options on how to customise my character and have
to use stealth to kill my enemies. I do not like guns in a game as
they make the game too fast paced and there is no skill involved so
swords and bow and arrows are good to play with for me’
Why do you play video games?
‘I play video games for enjoyment and the detail of the character
when you play games in the past its as if you're there in that time
and you can be a totally different person’
What do you want to see in a character?
‘I would like to see a detailed character and that you can customise
a lot with a wide range of items that will suit your character in
different ways depending on how you play. Also the character has
to have a detailed and unique weapon’
Interview 1
• Observation: lots of detail and a detailed
weapon
• What this says about my audience: this shows
that the character is very important as the
gamer will be using them a lot.
• How will your product appeal to this
audience: my character will be appealing
because it will have a detailed weapon and
have a unique outfit to go with the warrior.
Interview 2
• Rich aged 18
What type of character would you like to see?
‘I would like to see a character with lots of hidden weapons so
that he can surprise his enemies and have dark clothing so that
he is easily hidden so that stealth is a big option for the
character’
What type of weapons would you like the character to have?
‘I would like to see the character having a sword as his main
weapon. The sword must be able to deal some damage when
needing to but also to have a small weapon he can use for close
up stealth attacks’
Interview 2
• Observation: The character should have a main
weapon that can be used when there is multiple enemies
but a stealth weapon to have silent effects
• What this says about my audience: my audience
want to have a stealthy character they can control which
can also deal some damage with a larger main weapon.
• How will your product appeal to this audience: my
character does have a stealth side to him but also has a
damage ability as well so it suit the audience both ways if
thy want to dive in with the sword or play it silently with
out being seen and taking out the opponent with hidden
tactics.
Audience Profile
Category Demographic Content to appeal to this audience
Age Range
18-35 • The character has unique and detail items
that younger gamers would not appreciate
• Too violent
Gender
Males • Weapons and dark outfits that would appeal
to male gamers as it suggests stealth killing
Psychographic
Video gamers • Because they can control a warrior and use
his weapons against enemies with stealth
and surprise
Social Status
Single/in
relationship
• It doesn’t really matter if they're in a
relationship because both types of people
will be suited for the game.
Research Evaluation
Research Evaluation
• Give an overview of how you conducted your research. Discuss the
strengths and weaknesses of each method
– Product Research: I used idea from previous game which have been a
success so I know my game will be a success but also make my own ideas
to go with it so it is not copyright and it wont just be like the other
– Questionnaires: I used the questionnaire to find out what people like and
want in a game so that I can use their in put to create a character to go
with a game that people will enjoy. I will use the answers as guide line
towards creating my final piece.
– Interviews: I used the interviews for detailed views on what makes a good
game so that when I’m creating my character I know what the customers
want to see.
Research Evaluation
– What sort of a response did you get? I got a good response from the
questionnaire because it has helped me to understand what type of character
I need to create in order to make it a success and what I shouldn’t do to make
people not want to be the character.
– the interview was helpful also as it gave me a detailed view of what people
want rather than the questionnaire that gave me a general idea of what
people want to see.
– The existing product research gave me a good idea of what works well and
what doesn’t also it has shown me how gaming has changed over time so I
know how gaming will change in time to come so I can create a character that
will go in a game that will be enjoyable for a long time rather than the game
just being successful for a certain amount of time.
– How did you distribute your survey? Give an advantage and a disadvantage
– I put my survey on social media so that my friends of all ages could complete it
so it gave me a better general view of what everyone wants rather than only
people my age Because that would only give me an idea of what people my
age like to see
– A disadvantage was that people could have not taken it serious an disrupted
my data which would not have helped me and could have made my game a
waste of time because it is not what the customers want.

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2. research new

  • 2. Existing Product (Skyrim) My character will own a sword and there will be no guns as the weren’t invented which will appeal to gamers which don’t like the ‘full on’ action of guns A hood on the character suggest to the customer that there is going to be a lot of sneak as the character looks hidden and mysterious Long, old fashioned clothes to suggest that it is set in the old times, this appeal to customers as they enjoy playing games in the olden days when everything is simple yet enjoyable. The cape-like clothing suggests that the character is a vigilantly and doesn’t stick by the rules. This would appeal to customers as they would find it enjoyable to break the rules for the better of good The dark colouring of the characters outfit suggests that he is a dangerous character or that he uses dark colours so that he isn’t seen easily which is appealing to the customer
  • 3. Existing Product (assassin’s creed) This character has hidden blades which suggest the game is based on eliminating enemies with stealth or surprise traits. This appeals to customers as they will enjoy sneaking round the enemies. This character does not have a main weapon which doesn’t let him eliminate his enemies with out a strategy which makes the game appealing to strategic gamers because the game forces the player to create ways in which they have think before going through a mission which can be more enjoyable to some customers There is no heavy armour on the character which suggest that the character is designed to be light on his feet and has to be able to escape quickly and silently with out leaving a trail, which is appealing because gamers like to be mysterious and silent.
  • 4. Existing Product (weapon analysis) The detail on the weapon suggest that time has been taken into making it and it has suit a worthy swordsmen so whoever uses this weapon is a true warrior. Which appeals to the gamer as they will want to be the best in the game having the best weapon will set them towards the best player which so a competitive side to the game which would add to the sales of the game as it would be more appealing to the customer The design of the weapon is very unique, with the blade being all jagged, making it more appealing than a boring normal sword which everyone will have so it will make players want a unique sword so they are set aside from everyone else making them seem better which, again shows a competitive side to be the best. Also it will appeal to gamers that like changing characters outfits so that they look unique and cool.
  • 5. Existing Product (early designs for a video game) A pre 1990 design of a character is not appealing in the modern video games as it is not 3D because they didn’t have the technology at the time. This character is for a 2D game which would be appealing to males aged +45 70 because the game will be very slowed paced and simple because in the 1990s they didn’t have the technology to make it complex and creative and older males will not want to have to react fast and they will want to take their time and be able to think before reacting. The character is very simple which would appeal to gamers who don’t want to have to deal with fancy things but just want a simple character that does a simple role.
  • 6. Research Analysis • What common features do the researched products have? -They're all quite old fashioned which is appealing to people as it is as if they were living in that time in which the game is set. -They're all about stealth and the art of surprise which is appealing to the gamers that like sneaking. • What aspects of the research will you include within your on work? -I will take some ideas of the weapons such as the designs on the blade in slide 4 using that idea I will create my own design on my characters blade.
  • 8. Audience research • Observation: I asked for names to know if there was any people not taking it seriously • What this says about my audience:I can use this information to see what type of people will playing my game • How will your product appeal to this audience:it will appeal more because I will be able to take down the right information
  • 9. Audience research • Observation: mainly males have taken the survey which means that males are more interested in the game than women which means more of the characters features should be based for males. • What this says about my audience: this shows that my audience is males so I need to suit males interests rather than a women's interests because the majority are males • How will your product appeal to this audience:it will appeal to my audience because it shows that more males will be viewing the character and males tend to like violence more and my character has a lot of violent aspects
  • 10. Audience research • Observation: the data shows that most of the people like to play in stealth and strategy because you have to think more before you react which involves skill making it more enjoyable. • What this says about my audience: the data shows that people will want me to have stealth clothing on the character and have a stealth type of weapon which will intrigue people more. • How will your product appeal to this audience: my product has full black clothing which will suit the demands of the customers making them want to play it more
  • 11. Audience research • Observation: the character will have to have a wide variety of weapon choice so that it suits the customers demands and appeals to them more meaning the game will be a success • What this says about my audience: my audience want to have a choice of weaponry when going into missions so that they can go into the mission with a choice of how to do the mission (stealth, straight in etc…) • How will your product appeal to this audience:my product will be appealing because the character has a wide choice of weapons so that there is a choice and that’s what the customers want.
  • 12. Audience research • Observation: more of my audience like guns but it is hard to be as stealthy with guns but a lot of the audience like swords and bow and arrows so that’s an option to include. • What this says about my audience:my audience like stealth but loud weapons but the second option is swords and they're quitter so it will suit the secondary audience more • How will your product appeal to this audience: my character has swords and bow and arrows so they will be able to be silent with the sound of guns
  • 13. Audience research • Observation: my audience will want mods to be in so in the actual game my character will have mods on him so they will be able to add mods to change the character and customise it • What this says about my audience: this shows that my audience is creative and like to customise the character with unique and different ways. • How will your product appeal to this audience: Mods will suit my audience because they like a wide variety of choice and mods give unlimited choice, making it more successful
  • 14. Audience research • Observation: my audience like online more so my character will have to fit the online based gaming more so it will need traits to go with the character. • What this says about my audience: my audience likes to play online more so the variety of the character is important because they need a range f different ways to fight. • How will your product appeal to this audience: more people will play if there is lots of different ways to fight.
  • 15. Audience research • Observation: people like to have 20 minute missions because you can do a lot but you don’t get bored from doing the same thing for a long time. • What this says about my audience:my audience like missions that last 20 minutes because they might get bored easily so you have to make short jam-packed missions and you need a character that can do a lot of different things so that it stays entertaining • How will your product appeal to this audience:my character has lots of different traits so he will be able to do lots of different things so the gamer wont get bored easily.
  • 16. Audience research • Observation: my audience like to have the challenge of finding and creating weapons so that they can have unique weapons. • What this says about my audience: this shows my audience like to find unique weapons so that they can be the best and no one can get the same weapon as them • How will your product appeal to this audience: my character will have unique weapons that no one else has so they can have weapons like no one else and be unique which will satisfy the customer.
  • 17. Audience research • Observation:the majority of people like games to based in the war times which wont work as there is guns and there are no guns in the game my character is in so it have to go with the secondary choice which is medieval • What this says about my audience: my audience like war times better than any other but there is no guns so it will be set in medieval times which is the second choice. • How will your product appeal to this audience: my character will be appealing because it is going to fit in medieval times and have medieval weapon to go with him.
  • 19. Interview 1 Charlie aged 16 What do you look for in a video game? ‘I like a lot of options on how to customise my character and have to use stealth to kill my enemies. I do not like guns in a game as they make the game too fast paced and there is no skill involved so swords and bow and arrows are good to play with for me’ Why do you play video games? ‘I play video games for enjoyment and the detail of the character when you play games in the past its as if you're there in that time and you can be a totally different person’ What do you want to see in a character? ‘I would like to see a detailed character and that you can customise a lot with a wide range of items that will suit your character in different ways depending on how you play. Also the character has to have a detailed and unique weapon’
  • 20. Interview 1 • Observation: lots of detail and a detailed weapon • What this says about my audience: this shows that the character is very important as the gamer will be using them a lot. • How will your product appeal to this audience: my character will be appealing because it will have a detailed weapon and have a unique outfit to go with the warrior.
  • 21. Interview 2 • Rich aged 18 What type of character would you like to see? ‘I would like to see a character with lots of hidden weapons so that he can surprise his enemies and have dark clothing so that he is easily hidden so that stealth is a big option for the character’ What type of weapons would you like the character to have? ‘I would like to see the character having a sword as his main weapon. The sword must be able to deal some damage when needing to but also to have a small weapon he can use for close up stealth attacks’
  • 22. Interview 2 • Observation: The character should have a main weapon that can be used when there is multiple enemies but a stealth weapon to have silent effects • What this says about my audience: my audience want to have a stealthy character they can control which can also deal some damage with a larger main weapon. • How will your product appeal to this audience: my character does have a stealth side to him but also has a damage ability as well so it suit the audience both ways if thy want to dive in with the sword or play it silently with out being seen and taking out the opponent with hidden tactics.
  • 23. Audience Profile Category Demographic Content to appeal to this audience Age Range 18-35 • The character has unique and detail items that younger gamers would not appreciate • Too violent Gender Males • Weapons and dark outfits that would appeal to male gamers as it suggests stealth killing Psychographic Video gamers • Because they can control a warrior and use his weapons against enemies with stealth and surprise Social Status Single/in relationship • It doesn’t really matter if they're in a relationship because both types of people will be suited for the game.
  • 25. Research Evaluation • Give an overview of how you conducted your research. Discuss the strengths and weaknesses of each method – Product Research: I used idea from previous game which have been a success so I know my game will be a success but also make my own ideas to go with it so it is not copyright and it wont just be like the other – Questionnaires: I used the questionnaire to find out what people like and want in a game so that I can use their in put to create a character to go with a game that people will enjoy. I will use the answers as guide line towards creating my final piece. – Interviews: I used the interviews for detailed views on what makes a good game so that when I’m creating my character I know what the customers want to see.
  • 26. Research Evaluation – What sort of a response did you get? I got a good response from the questionnaire because it has helped me to understand what type of character I need to create in order to make it a success and what I shouldn’t do to make people not want to be the character. – the interview was helpful also as it gave me a detailed view of what people want rather than the questionnaire that gave me a general idea of what people want to see. – The existing product research gave me a good idea of what works well and what doesn’t also it has shown me how gaming has changed over time so I know how gaming will change in time to come so I can create a character that will go in a game that will be enjoyable for a long time rather than the game just being successful for a certain amount of time. – How did you distribute your survey? Give an advantage and a disadvantage – I put my survey on social media so that my friends of all ages could complete it so it gave me a better general view of what everyone wants rather than only people my age Because that would only give me an idea of what people my age like to see – A disadvantage was that people could have not taken it serious an disrupted my data which would not have helped me and could have made my game a waste of time because it is not what the customers want.

Editor's Notes

  1. Choose a recent product similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it?
  2. Choose a recent product similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it?
  3. Choose a recent product similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it?
  4. Choose a historical product (pre-1990) similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it?
  5. Discuss the existing product research, surveys and interviews
  6. Discuss the responses you got from your survey Discuss distributing your evaluation digitally