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Conception [4/5]
Market Insights
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Let's discover the market insights LIME shared with the GameJam developers.
Market insight #1
Player Needs
The need for COMPETENCE is dominating: to grow skills and efficacy. They want to learn how to beat the game.
The need for AUTONOMY: personal agency and sense of choice, has not been highlighted.
On another hand, RELATEDNESS and connection to others are important: having others that matter and to whom we matter.
They need to compare their score and show off!
Market insight #2
Player Styles
COMPETITORS & CHALLENGERS. They want to beat multiple levels & enemies to collect achievements.
Market insight #3
Player Motivations
Their main motivation is to 'UNLEASH' to blow off steam. The want to blow things up, destroy and express power.
They play for ENTERTAINMENT: to have fun, kill time and to escape from everyday life.
The sense of ACHIEVEMENT after completing difficult objectives is important, towards EXCELLENCE.
Market insight #4
Profile
The Lime retro gaming audience is >30 years old, nostalgic of childhood arcade games.
They enjoy simple graphics, quick gameplay access and impactful user feedback. They are eco-conscious towards energy saving.
They are usually MULTI-TASKING with their laptop as primary machine and chatting with friends.
They work in hybrid model: from home and from the office.
Their average game session length is around: 6 min.
Reminder: this is confidential information.
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