By John Kalb, Paul Palumbo
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Additional info for Interactive Publishers Handbook
Example text
Here are the parametersof the gitme. " That'sthe traditionalfogustest. If that 20-40pagesis bad,therereally isn't any reasonto proceeduntil it is good,because thatis whatyou ire goingto produce. Q&A llason Woodbury, VP llarketing Seryices Broderbund Software Q. How do you market to a particular audienceonce you have a product in-hand-whether it's an educational title or an arcadegame? A. Well, the first step is the name of the product, so that's where the marketing group gets the first contact.
E. e. revenue)baseover which to expand the product's retail reach (see graphic) into adjacent or less attractive segments. Hyped enthusiastsare not only avid purchasersof product, but can also be counted on to find multiple uses for that sameproduct. e. online and multiplayer environments). What developers should strive for is to make an enthusiasticcustomer out of each buyer. That can be a function of game play. Brand Loyalty One of the basic goals for the developerto consider during the proof of concept stageis how to createa seriesof productsthat compel user loyalty to that brand.
Those"eyeballs"belongto individuals,gameenthusiasts,large and small communities of interest (niche/personalpreferencesegments) representingall demographiccategories. The second most important step is to follow those audienceswherever their leisure entertainment hours rre spent:Online, with CD-ROMs, in front of a TV with a game box, etc. The questionsevery developermust ask about a proposedtitle are: r Who is the audience? I Can it be identified, quantified and justified as a community of interest?