Case Study: Demographics of The Genre

Case Study: Target Audience for This Genre and VR 

In this blog, I will discuss about the specific target audience that I am aiming for. According to a survey from Brand Keys which they ask them (Men and women around 18-49 years old) about the animated TV series they watched most often. Most of these TV series that they watched are targeted for adult. 




The absurd humor requires a certain degree of understanding, hence the age around 18 to 49. I have been through forums and reddits, apparently people at 58 years old are still watching "Rick & Morty". Other than that, many of the audience fall between 18 - 49. 





Now we shift our focus back to the game medium, how can we implement what we have just learned? For games, especially virtual reality has a very specific target audience. We have audience that are able to understand the absurd humor from 18-49, but for the age of the user to use the VR device without motion sickness will be different. It's a very debatable, research has uncovered some clear indications of certain conditions that cause VR sickness. It seems that the images projected from virtual reality have a major impact on sickness. The refresh rate of on-screen images is often not high enough when VR sickness occurs. Because the refresh rate is slower than what the brain processes, it causes a discord between the processing rate and the refresh rate, which causes the user to perceive glitches on the screen. When these two components do match up, it can cause the user to experience the same feelings as simulator and motion sickness. 

To sum it up, the audience that I am targeting for my game will ranged from 20 to 35, to be safe since older audience that uses VR tend to get motion sickness. For the next blog, I will be listing out the user personas that I have compiled.






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