Player-Computer Interaction 

MARKET
ANALYSIS

UNIT 10:

Prof. Dr. Eike Langbehn

Department of Media Technology

Faculty of Design, Media and Information

Hamburg University of Applied Sciences

SECTION NAME

EXAMPLES

UNIT 2:

AGENDA

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

1. INTRO

2. REQUIREMENT
ANALYSIS

3. GAME
DESIGN

0. ORGANIZATION

4. GETTING STARTED
WITH GODOT

5. USER
STUDIES

6. ANALYSIS OF
HUMAN FACTORS

7. INTERACTION
DESIGN

8. ADVANCED PROGRAMMING
WITH GODOT

9. EVALUATION
MODELS

10. MARKET
ANALYSIS

11. NARRATIVE
DESIGN

12. GAME ENGINE
ARCHITECTURE

LEARNING outcomes

  • Knowledge about business models
  • Understanding of the games market

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

business model canvas

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

business model canvas

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

Key Partners

Key Activities

Value
Propositions

Customer
Relationships

Customer
Segments

Key
Resources

Channels

Who do we need to work with in order to produce and deliver our game?

What do we need in order to produce, market and deliver our game?

What do we need to have in order to produce, market and deliver our game?

What is the message of our game? Which emotions do we want to induce?

How do we talk to our market about our game? 

How do we deliver our game to our customers? 

Who needs our game?

 

How many people need our game right now?

 

How many will eventually need it?

Cost Structure

Revenue Stream

How much will our key activities, resources, and partners cost us?

How will we get paid for the game we provide? 

Things that cost money

The Mission

Things that make money

business model canvas

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

Key Partners

Key Activities

Value
Propositions

Customer
Relationships

Customer
Segments

Key
Resources

Channels

Who do we need to work with in order to produce and deliver our game?

What do we need in order to produce, market and deliver our game?

What do we need to have in order to produce, market and deliver our game?

What is the message of our game? Which emotions do we want to induce?

How do we talk to our market about our game? 

How do we deliver our game to our customers? 

Who needs our game?

 

How many people need our game right now?

 

How many will eventually need it?

Cost Structure

Revenue Stream

How much will our key activities, resources, and partners cost us?

How will we get paid for the game we provide? 

the mission

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

Value
Propositions

What is the message of our game? Which emotions do we want to induce?

business model canvas

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

Key Partners

Key Activities

Value
Propositions

Customer
Relationships

Customer
Segments

Key
Resources

Channels

Who do we need to work with in order to produce and deliver our game?

What do we need in order to produce, market and deliver our game?

What do we need to have in order to produce, market and deliver our game?

What is the message of our game? Which emotions do we want to induce?

How do we talk to our market about our game? 

How do we deliver our game to our customers? 

Who needs our game?

 

How many people need our game right now?

 

How many will eventually need it?

Cost Structure

Revenue Stream

How much will our key activities, resources, and partners cost us?

How will we get paid for the game we provide? 

activities, resources, partners

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

Cost Structure

How much will our key activities, resources, and partners cost us?

  • Salaries
  • Freelancer/Outsourcing
  • Hardware
  • Licenses
  • Office rent
  • Insurance, Legal, etc.
  • ...

Example:

  • Indie Team
  • 4 Persons
    • Programmer
    • Artist
    • Game Designer
    • Manager/Producer
  • 1 year development

Item                             Calculation                  Sum

Salaries                             3.000,00 x 4 x 12 x 1,21         174.240,00 

Music & Sounds                       8.000,00                         8.000,00

4 Computer                            4x2000,00/3                    2.666,67

2x Unity, 1x Photoshop          2 x 400 + 360                     1.160,00

Office                                         500,00 x 12                      6.000,00 

Insurances, Legal, etc.                                                       5.000,00 

Total                                                                                    197.066,66

business model canvas

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

Key Partners

Key Activities

Value
Propositions

Customer
Relationships

Customer
Segments

Key
Resources

Channels

Who do we need to work with in order to produce and deliver our game?

What do we need in order to produce, market and deliver our game?

What do we need to have in order to produce, market and deliver our game?

What is the message of our game? Which emotions do we want to induce?

How do we talk to our market about our game? 

How do we deliver our game to our customers? 

Who needs our game?

 

How many people need our game right now?

 

How many will eventually need it?

Cost Structure

Revenue Stream

How much will our key activities, resources, and partners cost us?

How will we get paid for the game we provide? 

Things that cost money

The Mission

Things that make money

customer segments

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

Customer
Segments

Who needs our game?

 

How many people need our game right now?

 

How many will eventually need it?

by ConcernedApe, 2016

13,99 Euro

> 10 Million Units

by MaschinenMensch, 2014

14,99 Euro

~180.000 Units

How/Where to get sales numbers?

  • Formerly: https://www.steamspy.com/
  • Press
  • Dev Blogs
  • Indicator: Reviews x Factor
  • Just ask devs
  • ...

Personas!

Stardew Valley

Curious Expedition

Customer / channels

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

Customer
Relationships

Channels

How do we talk to our market about our game? 

How do we deliver our game to our customers? 

Customer / channels

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

Once: "The perfect world"

Developer

Publisher

Distributor

Retailer

Press

Consumer

Pitch

Publishing

Sell-in

Sell-through

b2b

b2c

Customer / channels

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

today: CHAOS

Developer

Publisher

Distributor

Consumer

Game

Submit Game

Sells game online

Gift cards etc.

Used Games

Retailer

?

revenue stream

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

Revenue Stream

How will we get paid for the game we provide? 

Pricing Model

  • Abo
  • Free2Play
  • Premium
  • Freemium
  • ...

Example

  • Pricing Model: Premium
  • Gross: 9,99 Euro
  • Net: 8,09 Euro
  • Revenue: 198.100,00 Euro (X - 30% Store fee) 
  • Break Even: 35.000 Units
  • Development Costs: 197.066,66 Euro

financing

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

  • Own funds
  • Public funds
    • https://www.bmvi.de/DE/Themen/Digitales/Computerspielefoerderung/computerspi elefoerderung.html
    • https://www.gamecity-hamburg.de/funding/
  • Work for hire
  • Competitions
  • Banks
  • Crowdfunding
  • Venture Capital
  • Publisher
  • ...

business model canvas

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

Key Partners

Key Activities

Value
Propositions

Customer
Relationships

Customer
Segments

Key
Resources

Channels

Who do we need to work with in order to produce and deliver our game?

What do we need in order to produce, market and deliver our game?

What do we need to have in order to produce, market and deliver our game?

What is the message of our game? Which emotions do we want to induce?

How do we talk to our market about our game? 

How do we deliver our game to our customers? 

Who needs our game?

 

How many people need our game right now?

 

How many will eventually need it?

Cost Structure

Revenue Stream

How much will our key activities, resources, and partners cost us?

How will we get paid for the game we provide? 

swot analysis

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

Strengths

Weaknesses

Opportunities

Threats

elevator pitch

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

The amusement is a narrative VR adventure that uses real walking to let you

explore and discover the history of an abandoned amusement park in the 1920s. 

GENRE

USP

GAMEPLAY

SETTING

pitch deck

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

  • Vision / Mission Statement
  • Team
  • The Game
    • Core Gameplay
    • Art Style
    • Story & Setting
  • Roadmap & Development Costs
  • Market Analysis
    • Competitors
    • Target Group
  • Business Model / Pricing

pitch deck

PLAYER-COMPUTER INTERACTION

UNIT 10: MARKET ANALYSIS

  • Vision / Mission Statement
  • Team
  • The Game
    • Core Gameplay
    • Art Style
    • Story & Setting
  • Roadmap & Development Costs
  • Market Analysis
    • Competitors
    • Target Group
  • Business Model / Pricing

Game Design Document

Business Plan

Player-Computer Interaction 

The contents of this Open Educational Resource are licensed under the Creative-Commons Attribution 4.0 International license (CC BY 4.0)
Attribution: Eike Langbehn, Anh Sang Tran, Peter Wood

Unit 10 - V4

By sangow

Unit 10 - V4

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