Audience and Identity
MOTIVATION MODEL
1. Action - Limited time events / scorpions
2. Social - The ability to invite friends to your island (pandemic)
3. Mastery - Best island, most money
4. Achievement - Unlocking new areas and items
5. Immersion - Being able to immerse into the animal crossing world (pandemic)
6. Creativity - Creating your own island layout, house
MAINTAINING AUDIENCES
- Friendly appeal, widens the variety of people who enjoy the game
- DLC's
- Add more games in the franchise (repeat IP's)
- Age ratings
- Merchandise
- Events/updates
- Multiplayer
- Adverts
- Regulated by PEGI
- Low age rating = more appeal
- Animal crossing rated 3: Has an online warning.
- casual - don't play much, typically mobile games
- core - regularly play, but aren't serious or competitive
- hardcore - high end equipment, play often and competitively
- switch design, short play sessions on commute
- game is in real time, forces shorter play session
- time travelling feature quickens game time.
- cheating? or catering to players
- pandemic accelerated user behavior
- online competition for islands
- prosumers
- certain villagers are more sought out for.
- creativity - island designs
- Nintendo don't go to any conventions to avoid competition, so stream their game trailers on YouTube (Nintendo direct)
- word of mouth/prosumer content
- synergy with other products after release (monopoly, smash bros, Lego)
- free patches (small updates keep players returning)
- paid DLC (happy home designer)
- people return for the free update, then pay for the DLC.
- character creation menu lets players express themselves
- expression of the player's ideal self
- 87 year old putting 3500 hours into game proves that the game is for everyone
- Nintendo send a switch - 20m views (cheaper marketing)
- character named after her - merchandise made for extra money.
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