Category: Research

  • 22/11/2016-29/11/2016 – Analysing Survey Results

    Using the responses I have collected from this survey I will be able to use the information to aid how I will develop my game. The survey I conducted consisted of the following questions:

     

    survey-1survey-2survey-3survey-5

     

    To help interpretting the data, I have created a demographic to better lay out the results:

    demographics

     

    Q1: What is your gender?

    From general knowledge, I know the industry is very balanced regarding gender, and swings back and forth very close to 50/50 constantly. However, my survey is very male dominated – 70.83% male to 29.17% female. This could be due to the lack of responses. As the majority will have been answers from classmates or colleagues, it is to be expected as in both environments the vast majority of people are male.

     

    Q2: What is your age?

    Following a similar trend to the previous question, the results are very close to what I would expect, given who the respondents were. 62.5% of the respondents were aged 15 to 16, and 37.5% were aged 17 to 18. This shows how young people currently dominate the gaming scene, and how my games main focus should be on younger people.

     

    Q3: Do you play games?

    100% of the people surveyed play games. This is a big statistic as it shows how much reach the gaming industry has now. Almost everyone now plays games, even if they don’t consider themselves to. This is a big statistic and shows just how vast the market is.

     

    Q4: How often do you play games?

    Regarding playtime, 58.33% of people play games multiple times a day. In my opinion, this is no longer too surprising due to the amount of people with mobile smart phones. The average smartphone user has around 26 apps downloaded on their phone, a percentage of this being games. This means that a lot of games will be opened daily, making it understandable that a large number of people play game multiple times a day. 29.17% answered that they would play games once or twice a day, emphasising this point. The other 12.5%  play games once or twice a month, or even less.

     

    Q5: How long do you spend on games per session?

    This question had a gradual increase regarding answers. Very few people (4.17%) spent under 10 minutes on a game in one session, and a massive 75% play over 1 hour on a game per session. This shows how important it is to have an addictive factor in my game, as the player expects to be able to play them for long periods of time.

     

    Q6: Where do you play mobile games typically? (eg. On the toilet)

    From the results collected, I can see that the majority of people play mobile games either on a mode of transport, before they go to sleep, or on the toilet. This means that my game will truly have to be mobile so it fits with the current trend with where people are playing mobile games. It needs to be able to allow the player to leave then pick up where they left off.

     

    Q7: What genres do you like?

    By quite a margin, most respondents prefer Action or Adventure games (62.5% and 50%), followed by Strategy (37.5%), then dipping down to MMO, Role-play, Simulation or other (25% or below). This is good as my game will be Action and Adventure, and may include some Strategy.

     

    Q8: What is your opinion on single player games?

    The responses for this question were very mixed. They varied from “boring at times” to “brilliant”. The general feedback I have pulled away from this is that they are good if they are made correctly with unique gameplay or a good storyline, so that is what I will set out to do.

     

    Q9: On average, how much money do you spend on games every month?

    The answers to this question were very varied, spanning across all but one category. The majority of respondents said they would spend £6-£10 on games monthly (20.83%). This was closely followed by Under £5, £11-£20 and £21-£30 (all 16.67%). The rest varied from not spending any money to over £60 being spent monthly, all sharing a similar percentage.

     

    Q10: What art style do you prefer?

    37.5% of the respondents said that they would prefer a “Realistic” style. The style I am looking to adopt, Pixel Art, only shared 8.33% of results. However, as this was only to see what the user prefered, I am going to stick with this style. The results were pretty evenly spread excluding realistic, which can still justify my decision.

     

    Q11: How big of an influence does the storyline have on you?

    For this question the most common answer by far was that story has a “major” influence when considering what game to play. This is great as I am aiming for my game to be story driven, so story will be a large factor when playing.

     

    Q12: Do you like cut scenes in games?

    65.38% of respondents do enjoy cut scenes in games, which puts my game idea in good-stead as the majority enjoy them. A better statistic to look at from this is that 84.62% either enjoy cut scenes or have no preference, only leaving a small amount of people (15.38%) disliking them.

     

    Q13: Do you prefer games to have a twist at the end?

    65.38% prefer twists in a game, and 34.62% have no preference. This means that 0% of the respondents wouldn’t prefer a twist in the game. As my game includes a twist, the information collected from this surveys completely supports the idea to do so.

     

    Q14: Do you prefer a storyline to be linear (point A to B) or non-linear (open world – anywhere between point A and B)?

    Unfortunately for me the majority of respondents (73.08%) prefered to have a non-linear game/storyline. I can still however justify my decision to make a linear game as it is for mobile, and being made to follow the storyline so close justifies this. The results to this question have made me consider adding bonus levels, or incentives like quests with rewards while playing.

     

    Q15: What genres do you least like to play and why?

    For this question the majority of answers I received were that “Simulators” are the least liked genre as they are “boring”, but a small minority of respondents did mention “FPS” or “MMO”. This is good as the genre for my game has not appeared, meaning that the genre may be liked for the most part.

  • 15/11/2016 – Conclusions

    Why is it important to carry out market research?

    It is important to carry out market research to see how appealing your game will be to your target market, as well as how effective your USPs are.

     

    What do you need to consider when making a game?

    Where the current gaps in the market are regarding game genres, as well as whats popular in the industries current state. Using this you can determine what kind of game would be best to make and the ideal audience you should target.

     

    What could cause harm or offense?

    • Violence and Gore
    • Using copyrighted/trademarked assets without seeking permission
    • Using buildings and people from real life without also seeking permission or carrying out the relevant research regarding what is being used, for example the Empire State Building and the Queen.
    • Religions and religious figures being shown in an offensive manor
    • Flashing images which without using the correct precautions or warning the player upon opening the game can affect people with photo sensitive epilepsy.

     

    What regulations are there?

    • Copyright
    • Trademark
    • PEGI Rating System

     

    Who checks the content of the game?

    • The BBFC (British Board of Film Classification)
    • PEGI  (Pan European Game Information) rate the games suitably

     

    How will you know if your game will be addictive/find out what makes a game addictive?

    Good ways to see if your game will be addictive are to:

    • Survey it and see the responses collected to get an idea of what people are looking for/if they are interested in your game.
    • Go to game expos and conventions and ask about for feedback. Getting a stall and asking people to test your game is also a very good way of collecting feedback.

     

    Why do games companies need to follow guidelines when making their games?

    If guidelines are not followed closely, companies can face scrutiny, bad publicity, fines, lawsuits and can even have the game banned in certain regions/countries. They need to follow these guidelines to maintain ethnicity also.

     

     

     

  • 08/11/2016 – Surveys

    Here I created a survey to see interest about things related to my game:

    Part 1: https://www.surveymonkey.co.uk/r/LLG8FHD

    Part 2: https://www.surveymonkey.co.uk/r/LVGKJG5

     

    Q1: What is your gender?

    Q2: What is your age?

    Q3: Do you play games?

    Q4: How often do you play games?

    Q5: How long do you spend on games per session?

    Q6: Where do you play mobile games typically? (eg. On the toilet)

    Q7: What genres do you like?

    Q8: What is your opinion on single player games?

    Q9: On average, how much money do you spend on games every month?

    Q10: What art style do you prefer?

    Q11: How big of an influence does the storyline have on you?

    Q12: Do you like cut scenes in games?

    Q13: Do you prefer games to have a twist at the end?

    Q14: Do you prefer a storyline to be linear (point A to B) or non-linear (open world – anywhere between point A and B)?

    Q15: What genres do you least like to play and why?

  • 01/11/2016 – Industry Trends

    In this session I discussed industry trends.

     

    Franchised Intellectual Property (FIP)

    Licensed use of property belonging to the franchiser and/or creator. Game mash ups. Big franchises would include Battlefield, Call of Duty, Mario, The legend of Zelda etc. These have all been successful, but there are unsuccessful franchises like no man’s sky. Many franchises meet others as well, for example, super smash bros.

     

    Original IP (Intellectual Property)

    Refers to ideas and creations. Laws like copyright can protect your intellectual property. If you breached these laws, you would be taken to court.

     

    Sequels

    There is a lot of pressure on a games company when making a sequel due to demand and expectations of fans.

     

    Discounted Sales

    Discounted Sales are when any number of games are reduced for a limited time. Recently, there is a discount phenomenon, the biggest of which would be Black Friday, where you can find all kinds of gaming products from consoles and TVs to games themselves.

     

    Comparison to Film Industry

    Industry worth more than Hollywood, but games and films constantly have adaptations of each other.  There are currently multiple films coming out in the recent future that are game adaptations like Assassins Creed and Slenderman.

  • 18/10/2016 to 01/11/2016 – Surveys

    For this blog I was assigned to get as many responses as possible to my Survey (see previous post) and write up a summary. Personally, I didn’t see a conventional summary as very appealing, so I decided to interpret this differently, and convey my results through a more visually appealing demographic:

     

    demographics

     

    The information collected from this survey was very useful, as it helps me to develop my game towards the target market. I now know that people are fine to play games multiple times a day, so would need to include some hook factor. My game should be free with the possible chance of micro-transactions, or a 1 time ad-free payment, if at all. I am happy that it would fit into the categories “Action”, “Adventure”, and “Strategy”. I also need to make sure the game is enjoyable, has a good story and well made levels. Customization may also be a handy thing to implement, and objectives and rewards would be a must to keep the player hooked.

  • 11/10/2016 – Market Trends

    Today I explored more market trends that can appear within the game industry.

    Products and Services

    Products and services are extra things companies provide to their customers like PlayStation Store, Xbox Marketplace, Nintendo eShop etc.

    Objectives and Plans

    What they company plan on achieving in the next few years, for example, announcing a new game projected for release, or even games they are developing but have not yet announced.

    Customers

    The customers are the people that the products are sold to.

    Competitors

    Who the companies will be going up against when it comes to selling their games. For example, Battlefield and Call of Duty, or Fifa and PES.

  • 04/10/2016 – Employment Status, Working Patterns and Contracts

    Employment status

    • Full time – 35 hours+ of work a week
    • Part time – Under 35 hours of work a week
    • Short term – only employed for a certain period eg.Christmas period. You are then released from the job after this period has ended.
    • Fixed term – a year probably, after can fire or offer full time/permanent
    • Permanent – indefinite
    • Freelance – Chooses own hours

     

    Types of working pattern

    • Work experience – Unpaid
    • Internship – working, experience and paid
    • Apprenticeship – working, learning and paid
    • Hot desking – moving between desks (very much dynamic)
    • Work: office hours – 9am to 5pm
    • Shift work – Provides cover 24/7, a day is divided into different shifts so there is always someone covering each a job role.
    • Irregular Hours – Hours vary, as you are only asked to work if/when you are needed
    • Hourly Rates – Payed a certain amount of money per hour of work you do.
    • Piece work – The worker is paid per task they complete instead of hourly. For example, if you were building sheds, you would be paid for every shed you build.
    • Casual work – you do what job they want you to do

     

    Benefits relating to contracted employment status

    • Fixed income – This sets your wage at a particular figure, that will not change with inflation etc.
    • Sick leave – Absence given if you are ill
    • Holiday Pay – You are allowed a weeks pay for each week of leave you pay “Almost all workers are legally entitled to 5.6 weeks’ paid holiday per year
    • Use of company facilities – For example, free membership to your company gym.
    • Job security – A probability that you will/wont become unemployed. High job security = small chance of becoming unemployed.
    • A contract gives you and your employer rights and obligations

     

    Copyright

    This manages the use of a creator’s work. This prevents someone from claiming the creator’s work as their own. If this does happen this is called copyright infringement.

    Copyright Infringement

    This is when someone claims the creator’s work as their own. If the creator realises, they can take their case to court.

    Ethical

    Ethical aspects need to be accounted in everything, for example, when The Church of England is considering legal action against entertainment firm Sony for featuring Manchester Cathedral in a violent PlayStation video game. Ethical things should be taken very seriously, and you should be very cautious regarding these matters.

    Trademarks

    “The representation of any number, symbol, letter, figure, mark or word used by a company to distinguish their goods from others”

    Compliance

    Certain laws and regulations are in place that you have to comply with to avoid damages or loses to a company. For example, fines or court hearings.

  • 27/09/2016 – Organisational Structure

    2016-09-27

    Above: Organisational structure for Natural Motion

    This is a tall hierarchy as there are more than 3 layers. This is usually found in larger companies and is has different departments. Each department will have a team leader which are all overseen by the CEO (top of the hierarchy).

    Other examples include a flat hierarchy and a matrix hierarchy. A flat hierarchy is for smaller companies. There can be 1 team leader overseeing everything as there are only a small amount of members which could enable better communication.

    A matrix structure includes teams from different functions and are often used for different projects. This changes how decision making takes place, and could also improve how motivated the employees are. The only disadvantage is that there are multiple managers.

  • 20/09/2016 – Market Research Techniques

    This topic covers different research techniques and methods. These included:

    • Videogame Player Data – This looks at who plays games, what genres they play and statistics regarding this.
    • Videogame Player Awareness – Players interests, what genres they like to come back to and how your game would fit into the current market are covered here.
    • Videogame Profiling – This would include information about my intended market, who would play the games and how it should be advertised.
    • Consumer Behavior – This cover what would work in the genre of game I plan to make, what has worked and what hasn’t, as well as what the audience would like to see in games in this genre.
    • Competitor Analysis – Used to show your understanding of the product you have made or are going to make, what the audience want and what they enjoy most. This could be done through creating surveys to collect feedback which would help in the development of my game.
    • Product Research – This looks at how I can evaluate my product and ways I could get a wider response from people regarding my product.
    • Advertising Placement – This covers what people like the most, what adverts work (and don’t), where I should advertise my product and the best way to do so.
    • Advertising Effects – This is to decide what message I am trying to send, what to show in my advert and other aspects like whether there should be a teaser or reveal trailer.

    These 8 aspects will help me greatly with the development and advertising of my game. After looking at this I have found that the use of surveys will greatly aid the development and final result of my game.

  • 20/09/2016 – Trends and Statistics

    Today I have been looking at how products sell (eg. Consoles and Handhold Devices) and looking at statistics relating to them. Using vgchartz.com I have reserched information regarding how many consoles have been sold and where (in millions of units):

    Platform North America Europe Japan Rest of World Global
    PlayStation 4 (PS4) 15.71 17.41 3.07 7.19 43.38
    Xbox One (XOne) 13.69 5.97 0.07 2.52 22.25
    Wii U (WiiU) 6.03 3.24 3.24 0.85 13.36

    Source: vgchartz.com

    I also found out stats that surprised me, like the fact the the amount of female to male gamers were about equal.