Project Captivate

Evaluation 2/3: Audience and Markets

The target audience for my work was simple to identify, but it is rather niche at the current moment. Due to the fact that my target audience is people who have haptic vests, virtual reality gear and gamers, i have a small market to work with. My audience is generally associated with the gaming industry as they mostly would use virtual reality or play games. I feel like the introduction of haptic equipment into the current market is creating a space for content creators and users. By posting my work onto youtube and marking it as for use with haptic vests, i should attract people who already own vests and are wanting to expand their own possibilities and experiences.

Overall, the complete strategy for my project is to create a slice of a game that shows the possible future of this technology. By showing what can be done to integrate haptics into a game setting whilst also keeping it musical. This hopefully will allow the future implementation of new and experimental sound settings and scenarios, within both the music and game industries.

The market for my work is very broad. I will be aiming at the experimental side of the music industry whilst also making it appealing and relevant to the gaming industry. This approach to the target market should allow this project to become a benchmark of its own within its category. However, there isn’t any promotions that are out and aiming at the aforementioned markets, because the work still undergoing developments that will give it more of a place in the current industry and to make it more appealing and accessible for a wider market.

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