Monday, 10 November 2014

HA3 Task 2 – Identifying Target Audience

Target Audience for Action/Adventure

The target audience for action adventure is mainly 15+ because some of the action that is used in these genres are too mature for a younger audience which is the main reason that action/adventure is often PEGI 15 or 18.

for instance the 3 games I have chosen for my genre are all 15 or over.
                                                                               
http://moodle.salfordcc.ac.uk/pluginfile.php?file=%2F34315%2Fmod_resource%2Fcontent%2F0%2FGaming%20Britain%20%28web%20version%29.pdf



The image on the left called Digital Britain: a nation divided by digital play, shows us the overall percentage of what people like to play in the UK. for instance 23% of people who play games, play the action/adventure genre. furthermore, 27.6 million adults (16-65) like to play video games, whereas only 5 million kids (8-15) play video games. Meaning that action/adventure would most likely need to be mature as more adults play video games than kids.





Here are the games that I've chosen and its PEGI rating, as an example of action/adventure games mostly being rated 15 or over








http://img.365games.co.uk/pc_and_video_games/games/ps4/assassins_creed_unity_4_raw.jpg











http://media.ign.com/games/image/object/020/020587/GTA-V_EU_PEGI_x360UK_boxart_160w.jpg













http://ecx.images-amazon.com/images/I/51GWR3a%2BebL.jpg








As you can see, all of the games above that I have chosen are all PEGI 16 and 18, and that all three are of action/adventure genre. This also shows people that even the most popular of action/adventure games are too mature for kids.

here is the NRS social grade..


http://i41.tinypic.com/dgmh4j.png

In terms of purchasing a game, the NRS social grade tells us which classes of social status would likely often buy games. For instance classes from B to D would probably often buy games as they are not too dear nor to cheap.


http://www.slideshare.net/leannacatherina/audience-profiling-powerpoint

As you can see, the Cross Cultural Consumer Charactersation shows us who would likely play video games and in my opinion I believe that Mainstreamers, Aspirers, Succeeders and Explorers would play video games whereas Resigned, Strugglers and Reformers wouldn't play them.
































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