Saturday, 1 March 2014

The Fantastic Voyage: Target Audience Research

Target Audience Research

Upon looking at what audience I want my Fantastic Voyage project to be aimed at, I decided to look into the way gaming had changed over the last few years and how tablet/smartphone games have grown stronger and stronger as the industry grows.

<Click here for Source Information>

From what this tells us, juvenile/casual gaming has increased dramatically and will continue to do so within growing smartphone industry; this has lead to my thoughts on whether to reproduce a similar gaming environment aimed at the more mature side of the spectrum.

Game Statistics & Ratings

The Entertainment Software Rating Board (ESRB) ratings provide concise and objective information about the content in video games and apps so consumers, especially parents, can make informed choices.

<Click here for ESRB Source Information>

Content is intended for young children.

Content is generally suitable for all ages. May contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language.

Content is generally suitable for ages 10 and up. May contain more cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes.

Content is generally suitable for ages 13 and up. May contain violence, suggestive themes, crude humor, minimal blood, simulated gambling and/or infrequent use of strong language.

Content is generally suitable for ages 17 and up. May contain intense violence, blood and gore, sexual content and/or strong language.

Content suitable only for adults ages 18 and up. May include prolonged scenes of intense violence, graphic sexual content and/or gambling with real currency.

Not yet assigned a final ESRB rating. Appears only in advertising, marketing and promotional materials related to a game that is expected to carry an ESRB rating, and should be replaced by a game's rating once it has been assigned.

Gaming Market Around the World

<Click here for Newzoo's Full Coverage>

According to Newzoo’s 2013 Global Games Market Report, game revenues had grown to $70.4 billion worldwide last year, representing a 6% year-on-year increase. The number of gamers was expected to surpass 1.2 billion by the end of the year and did so by double.

Back to My Target Audience

Despite that notion that the project is about the 'Life Cycle of Cellular Mold' - I want the experience to be intriguing towards the mature generation, both male and female 'gamers'. However, with this specific appearance, it may swing slightly towards the male gender.

Chosen Target Audience?

So to conclude, my target audience for my Fantastic Voyage project about the Life Cycle of Cellular Mold will be aimed at audiences of teenage years and above. Gamers. Indirectly of the male gender.


  1. You totally stole my idea :O haha I joke I was looking into the whole gaming side for my animation - this is some heavy duty research compared to mine tho, you've jumped into this project well :) keep it up man!

    1. Oh haha sorry! Thanks though. :) Let's hope it pays out in the end!