MARKET
ANALYSIS
UNIT 10:
Prof. Dr. Eike Langbehn
Department of Media Technology
Faculty of Design, Media and Information
Hamburg University of Applied Sciences
EXAMPLES
UNIT 2:
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
PLAYER-COMPUTER INTERACTION
UNIT 10: MARKET ANALYSIS
PLAYER-COMPUTER INTERACTION
UNIT 10: MARKET ANALYSIS
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
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?
PLAYER-COMPUTER INTERACTION
UNIT 10: MARKET ANALYSIS
Value
Propositions
What is the message of our game? Which emotions do we want to induce?
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?
PLAYER-COMPUTER INTERACTION
UNIT 10: MARKET ANALYSIS
Cost Structure
How much will our key activities, resources, and partners cost us?
Example:
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
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
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?
Personas!
Stardew Valley
Curious Expedition
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?
PLAYER-COMPUTER INTERACTION
UNIT 10: MARKET ANALYSIS
Developer
Publisher
Distributor
Retailer
Press
Consumer
Pitch
Publishing
Sell-in
Sell-through
PLAYER-COMPUTER INTERACTION
UNIT 10: MARKET ANALYSIS
Developer
Publisher
Distributor
Consumer
Game
Submit Game
Sells game online
Gift cards etc.
Used Games
Retailer
PLAYER-COMPUTER INTERACTION
UNIT 10: MARKET ANALYSIS
Revenue Stream
How will we get paid for the game we provide?
Pricing Model
Example
PLAYER-COMPUTER INTERACTION
UNIT 10: MARKET ANALYSIS
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?
PLAYER-COMPUTER INTERACTION
UNIT 10: MARKET ANALYSIS
Strengths
Weaknesses
Opportunities
Threats
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
PLAYER-COMPUTER INTERACTION
UNIT 10: MARKET ANALYSIS
PLAYER-COMPUTER INTERACTION
UNIT 10: MARKET ANALYSIS
Game Design Document
Business Plan
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