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Research
Rachel Haw
Existing Product
The blue and the pink background creates a
relaxing setting for the player and keeps it
simple so that it isn't distracting the player
from hitting the keys.
The Black keys keep it nice and simple for
the player to understand which ones to tap
while playing
Visually shows how to hold the key down
when its long and has the blue circle and
line which makes you subliminally know to
hold it down.
Existing Product
The bright colours and the bold text make this
game stand out and easy to follow. You can visually
see what the aim of the game is and its to touch the
circles at the bottom when the colour on the bar
reaches it. There is no specific setting to the game it
is literally just a background which enhances the
game as it means you not distracted by the things
happening in the back so all your attention is on the
coloured bars.
There is clearly a point system so that the player
has a goal to get to which is to get the highest point
before the game ends.
Existing Product
Visually you can see it is a drum kit so you can see from
that it is a musical game. The aim of the game is to hit
the area the green outlines go round so if the green was
round the snare drum you would tap that within the
beat to get points.
The fact the background is a decorated green is similar
to the other ones as it doesn’t want to distract you from
the actual game so all your focus is on the drum kit.
This also has a point system like most other games do so
that you can visually see when your doing good and can
see when you are been awarded for what you're doing
right if it didn’t have this it would make the game boring
but because it does it makes you feel good about
yourself that you got a point so you try harder and play
longer to achieve your best.
Existing Product
Visually you can see where it is set out to be which is outside on a wall even with the very
basic look you can understand who the characters are and
Research Analysis
• What common features do the researched products
have? There all very basic and bright colours. Also
there first three are liner portrait games which means
they all go up or down in a line and the last one is linier
landscape and goes across in a line as the others are
for phones and the last is for tv
• What aspects of the research will you include within
your on work? To have a linier affect/ scroll game and
to have the bright interactive colours.
Interviews
Interview 1
• Do you like calming games or challenging games and why?
I prefer games which a challenging in some moments but
overall are calming to play
• Do you like realistic games or non-realistic games and why?
Non realistic games because they allow you to explore other
worlds, features or ideas that cant be explored in real life
• Do you like having a character or not and why?
Yes because it makes the game more relatable and gives you
an emotional connection to the character
Interview 1
• Observation: they like games that are realistic
and are challenging
• What this says about my audience: they like to
be challanged and also like games where there
is an end goal
• How will your product appeal to this
audience:
• I have a character and I have an end goal
which is to get the records to the record shop.
Interview 2
• Do you like calming games or challenging games and
why? Challenging games because it gives you a sense
of accomplishment when you are able to complete it.
• Do you like realistic games or non-realistic games and
why? I don’t mind, just depends on what I feel like
playing at the time.
• Do you like having a character or not and why? Yeah, it
can be interesting to see how a character can develop
over time.
Interview 2
• Observation: challenging games and
characters
• What this says about my audience: they like
more realistic things in games so they can
have more of a connection to the game.
• How will your product appeal to this
audience: because mine has a character in the
game you can connect and I can make it
challenging enough.
Bibliography
Bibliography
1. Interviewees, Jack Henderson. (2018) Target Audience Interviews
(conducted on 12th January 2018)
2. Interviewees, Luke Ross. (2018) Target Audience Interviews (conducted
on 12th January 2018)
3. Cheetah mobile (2015) Piano Tile 2
4. Words mobile (2015) Music Hero
5. Disney interactive (2008) Hannah Montana Music Jam
6. Nintendo (1985) Super Mario Bros

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3. research

  • 2. Existing Product The blue and the pink background creates a relaxing setting for the player and keeps it simple so that it isn't distracting the player from hitting the keys. The Black keys keep it nice and simple for the player to understand which ones to tap while playing Visually shows how to hold the key down when its long and has the blue circle and line which makes you subliminally know to hold it down.
  • 3. Existing Product The bright colours and the bold text make this game stand out and easy to follow. You can visually see what the aim of the game is and its to touch the circles at the bottom when the colour on the bar reaches it. There is no specific setting to the game it is literally just a background which enhances the game as it means you not distracted by the things happening in the back so all your attention is on the coloured bars. There is clearly a point system so that the player has a goal to get to which is to get the highest point before the game ends.
  • 4. Existing Product Visually you can see it is a drum kit so you can see from that it is a musical game. The aim of the game is to hit the area the green outlines go round so if the green was round the snare drum you would tap that within the beat to get points. The fact the background is a decorated green is similar to the other ones as it doesn’t want to distract you from the actual game so all your focus is on the drum kit. This also has a point system like most other games do so that you can visually see when your doing good and can see when you are been awarded for what you're doing right if it didn’t have this it would make the game boring but because it does it makes you feel good about yourself that you got a point so you try harder and play longer to achieve your best.
  • 5. Existing Product Visually you can see where it is set out to be which is outside on a wall even with the very basic look you can understand who the characters are and
  • 6. Research Analysis • What common features do the researched products have? There all very basic and bright colours. Also there first three are liner portrait games which means they all go up or down in a line and the last one is linier landscape and goes across in a line as the others are for phones and the last is for tv • What aspects of the research will you include within your on work? To have a linier affect/ scroll game and to have the bright interactive colours.
  • 8. Interview 1 • Do you like calming games or challenging games and why? I prefer games which a challenging in some moments but overall are calming to play • Do you like realistic games or non-realistic games and why? Non realistic games because they allow you to explore other worlds, features or ideas that cant be explored in real life • Do you like having a character or not and why? Yes because it makes the game more relatable and gives you an emotional connection to the character
  • 9. Interview 1 • Observation: they like games that are realistic and are challenging • What this says about my audience: they like to be challanged and also like games where there is an end goal • How will your product appeal to this audience: • I have a character and I have an end goal which is to get the records to the record shop.
  • 10. Interview 2 • Do you like calming games or challenging games and why? Challenging games because it gives you a sense of accomplishment when you are able to complete it. • Do you like realistic games or non-realistic games and why? I don’t mind, just depends on what I feel like playing at the time. • Do you like having a character or not and why? Yeah, it can be interesting to see how a character can develop over time.
  • 11. Interview 2 • Observation: challenging games and characters • What this says about my audience: they like more realistic things in games so they can have more of a connection to the game. • How will your product appeal to this audience: because mine has a character in the game you can connect and I can make it challenging enough.
  • 13. Bibliography 1. Interviewees, Jack Henderson. (2018) Target Audience Interviews (conducted on 12th January 2018) 2. Interviewees, Luke Ross. (2018) Target Audience Interviews (conducted on 12th January 2018) 3. Cheetah mobile (2015) Piano Tile 2 4. Words mobile (2015) Music Hero 5. Disney interactive (2008) Hannah Montana Music Jam 6. Nintendo (1985) Super Mario Bros

Editor's Notes

  1. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects 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- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects 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- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  4. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  5. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.