template: id: game-market-research-template-v3 name: Game Market Research Report version: 3.0 output: format: markdown filename: docs/game-market-research.md title: "Game Market Research Report: {{game_title}}" workflow: mode: interactive elicitation: advanced-elicitation custom_elicitation: title: "Game Market Research Elicitation Actions" options: - "Expand platform market analysis (PC, Console, Mobile)" - "Deep dive into a specific player demographic" - "Analyze genre trends and player preferences" - "Compare to successful games in similar genre" - "Analyze monetization models (F2P, Premium, Hybrid)" - "Explore cross-platform opportunities" - "Evaluate streaming and content creator potential" - "Assess esports and competitive gaming potential" - "Analyze seasonal and regional market variations" - "Proceed to next section" sections: - id: executive-summary title: Executive Summary instruction: Provide a high-level overview of key findings, target platforms, player demographics, monetization opportunities, and launch strategy recommendations. Write this section LAST after completing all other sections. - id: research-objectives title: Research Objectives & Methodology instruction: This template guides the creation of a comprehensive game market research report. Begin by understanding target platforms, player demographics, genre positioning, and monetization strategies. Consider both direct competitors and substitute entertainment options. sections: - id: objectives title: Research Objectives instruction: | List the primary objectives of this game market research: - Target platform selection (PC/Console/Mobile/Cross-platform) - Genre positioning and differentiation - Player demographic identification - Monetization model selection - Launch timing and strategy - Marketing channel prioritization - id: methodology title: Research Methodology instruction: | Describe the research approach: - Data sources used (primary/secondary) - Analysis frameworks applied - Data collection timeframe - Limitations and assumptions - id: market-overview title: Market Overview sections: - id: market-definition title: Game Market Definition instruction: | Define the game market being analyzed: - Genre and sub-genre classification - Platform scope (PC/Steam, Console/PS5/Xbox, Mobile/iOS/Android) - Geographic regions (NA, EU, Asia, Global) - Player segments (Casual, Core, Hardcore) - Age ratings and content restrictions - id: market-size-growth title: Game Market Size & Growth instruction: | Calculate market opportunity for the game. Consider: - Global games market size by platform - Genre-specific market share - Regional market variations - Seasonal trends (launch windows) - Digital vs physical distribution sections: - id: tam title: Total Addressable Market (TAM) instruction: | Calculate total game market opportunity: - Platform market size (PC: $X, Console: $Y, Mobile: $Z) - Genre market share (e.g., RPG: 15% of total) - Geographic reach potential - id: sam title: Serviceable Addressable Market (SAM) instruction: | Define reachable market based on: - Target platforms and distribution channels - Language localization plans - Age rating restrictions - Technical requirements (minimum specs) - id: som title: Serviceable Obtainable Market (SOM) instruction: | Realistic capture estimates: - Launch year projections - Marketing budget constraints - Competition intensity in genre - Platform holder relationships - id: market-trends title: Gaming Industry Trends & Drivers instruction: Analyze key trends shaping the gaming market including technology, player behavior, and business models sections: - id: key-trends title: Key Gaming Trends instruction: | Identify 5-7 major gaming trends: - Platform shifts (PC gaming growth, mobile dominance) - Genre popularity cycles (Battle Royale, Roguelike, etc.) - Monetization evolution (Battle Pass, NFTs, Subscriptions) - Social/Streaming integration (Twitch, YouTube Gaming) - Cross-platform play adoption - Cloud gaming emergence - VR/AR market development - id: growth-drivers title: Growth Drivers instruction: | Gaming market growth factors: - Expanding player demographics - Improved internet infrastructure - Mobile device penetration - Esports and streaming culture - Social gaming trends - Pandemic-driven adoption - id: market-inhibitors title: Market Inhibitors instruction: | Factors constraining growth: - Market saturation in genres - Rising development costs - Platform holder fees (30% cut) - Regulatory challenges (loot boxes, age ratings) - Discovery challenges (Steam has 50k+ games) - Player time constraints - id: player-analysis title: Player Analysis sections: - id: player-segments title: Target Player Segments instruction: For each player segment, create detailed profiles including demographics, play patterns, platform preferences, and spending behavior repeatable: true sections: - id: segment title: "Player Segment {{segment_number}}: {{segment_name}}" template: | - **Description:** {{player_type_overview}} - **Size:** {{number_of_players_market_value}} - **Demographics:** {{age_gender_location}} - **Play Patterns:** {{hours_per_week_session_length}} - **Platform Preference:** {{PC_console_mobile}} - **Genre Preferences:** {{favorite_genres}} - **Spending Behavior:** {{F2P_premium_whale_status}} - **Social Behavior:** {{solo_coop_competitive}} - id: player-motivations title: Player Motivation Analysis instruction: Understand why players engage with games using Bartle's taxonomy and SDT sections: - id: achievement-motivated title: Achievers instruction: Players who seek mastery, completion, high scores - id: social-motivated title: Socializers instruction: Players who value interaction, community, cooperation - id: exploration-motivated title: Explorers instruction: Players who enjoy discovery, lore, secrets - id: competition-motivated title: Killers/Competitors instruction: Players who seek dominance, PvP, rankings - id: player-journey title: Player Journey Mapping instruction: Map the player lifecycle from discovery to advocacy template: | For primary player segment: 1. **Discovery:** {{streamers_ads_friends_app_stores}} 2. **Evaluation:** {{reviews_gameplay_videos_demos}} 3. **Acquisition:** {{purchase_download_game_pass}} 4. **Onboarding:** {{tutorial_difficulty_curve}} 5. **Engagement:** {{core_loop_progression_social}} 6. **Retention:** {{updates_seasons_events}} 7. **Monetization:** {{DLC_MTX_battle_pass}} 8. **Advocacy:** {{streaming_reviews_word_of_mouth}} - id: competitive-landscape title: Game Competitive Landscape sections: - id: genre-competition title: Genre Competition Analysis instruction: | Analyze the competitive environment: - Direct genre competitors - Substitute entertainment (other genres, media) - Platform exclusives impact - Indie vs AAA dynamics - Release window competition - id: competitor-analysis title: Direct Competitor Analysis instruction: | For top 5-10 competing games: - Game title and developer/publisher - Platform availability - Launch date and lifecycle stage - Player count/sales estimates - Metacritic/Steam reviews - Monetization model - Content update cadence - Community size and engagement - id: competitive-positioning title: Competitive Positioning instruction: | Analyze positioning strategies: - Unique gameplay mechanics - Art style differentiation - Narrative/IP strength - Technical innovation (graphics, physics) - Community features - Monetization fairness - Platform optimization - id: gaming-industry-analysis title: Gaming Industry Analysis sections: - id: gaming-five-forces title: Gaming Industry Five Forces instruction: Analyze forces specific to game development sections: - id: platform-power title: "Platform Holder Power: {{power_level}}" template: | - Steam/Epic/Console manufacturers control - 30% revenue share standard - Certification requirements - Featured placement influence - id: player-power title: "Player Power: {{power_level}}" template: | - Abundant game choices - Review bombing capability - Refund policies - Community influence - id: genre-rivalry title: "Genre Competition: {{intensity_level}}" template: | - Number of similar games - Release timing conflicts - Marketing spend requirements - Talent competition - id: entry-barriers title: "Barriers to Entry: {{barrier_level}}" template: | - Development costs - Technical expertise requirements - Marketing/visibility challenges - Platform relationships - id: entertainment-substitutes title: "Entertainment Alternatives: {{threat_level}}" template: | - Other game genres - Streaming services - Social media - Traditional entertainment - id: genre-lifecycle title: Genre Lifecycle Stage instruction: | Identify where your game genre is in its lifecycle: - Emerging (new mechanics, small audience) - Growth (expanding player base, innovation) - Mature (established conventions, large market) - Decline (decreasing interest, oversaturation) - Revival potential (nostalgia, modernization) - id: opportunity-assessment title: Game Market Opportunity Assessment sections: - id: market-opportunities title: Game Market Opportunities instruction: Identify specific opportunities in the gaming market repeatable: true sections: - id: opportunity title: "Opportunity {{opportunity_number}}: {{name}}" template: | - **Description:** {{opportunity_description}} - **Market Size:** {{player_base_revenue_potential}} - **Platform Focus:** {{PC_console_mobile}} - **Development Requirements:** {{time_budget_team}} - **Technical Requirements:** {{engine_tools_infrastructure}} - **Marketing Requirements:** {{budget_channels_influencers}} - **Risks:** {{competition_timing_execution}} - id: strategic-recommendations title: Game Launch Strategic Recommendations sections: - id: go-to-market title: Game Go-to-Market Strategy instruction: | Recommend game launch approach: - Platform launch sequence (PC first, console later, etc.) - Early Access vs Full Release - Geographic rollout (soft launch regions) - Marketing campaign timing - Influencer/streamer strategy - Community building approach - Steam wishlist campaign - id: monetization-strategy title: Monetization Strategy instruction: | Based on player analysis and genre standards: - Business model (Premium, F2P, Freemium, Subscription) - Price points ($19.99, $39.99, $59.99) - DLC/Season Pass strategy - Microtransaction approach (cosmetic only, P2W, etc.) - Battle Pass potential - Platform fees consideration (30% cut) - id: risk-mitigation title: Game Development Risk Mitigation instruction: | Key game industry risks and mitigation: - Launch window competition (AAA releases) - Platform certification delays - Streamer/influencer reception - Review bombing potential - Server/online infrastructure - Post-launch content pipeline - Community management needs - Regulatory (ESRB, PEGI, loot boxes) - id: platform-analysis title: Platform-Specific Analysis sections: - id: platform-comparison title: Platform Comparison template: | | Platform | Market Size | Competition | Dev Cost | Revenue Share | |----------|------------|-------------|----------|---------------| | Steam/PC | {{size}} | {{competition}} | {{cost}} | 30% | | PlayStation | {{size}} | {{competition}} | {{cost}} | 30% | | Xbox | {{size}} | {{competition}} | {{cost}} | 30% | | Nintendo | {{size}} | {{competition}} | {{cost}} | 30% | | iOS | {{size}} | {{competition}} | {{cost}} | 30% | | Android | {{size}} | {{competition}} | {{cost}} | 30% | - id: distribution-channels title: Distribution Channel Analysis template: | **Digital Storefronts:** - Steam: {{pros_cons_requirements}} - Epic Games Store: {{12_percent_exclusivity}} - GOG: {{DRM_free_considerations}} - Itch.io: {{indie_friendly_revenue_share}} - Platform stores: {{certification_requirements}} **Subscription Services:** - Game Pass: {{opportunity_requirements}} - PlayStation Plus: {{tier_considerations}} - Apple Arcade: {{exclusive_requirements}} - id: marketing-channels title: Game Marketing Channel Analysis sections: - id: channel-effectiveness title: Marketing Channel Effectiveness template: | **Organic Channels:** - Steam Discovery: {{algorithm_factors}} - Platform Features: {{visibility_opportunities}} - Word of Mouth: {{virality_potential}} **Paid Channels:** - Digital Ads: {{ROI_targeting_options}} - Influencer Partnerships: {{cost_reach_engagement}} - Gaming Media: {{PR_review_coverage}} **Community Channels:** - Discord: {{community_building}} - Reddit: {{subreddit_engagement}} - Social Media: {{platform_specific_strategies}} - id: content-creator-strategy title: Content Creator & Streaming Strategy template: | **Streaming Platforms:** - Twitch: {{viewer_demographics_peak_times}} - YouTube Gaming: {{long_form_content}} - TikTok: {{viral_clips_potential}} **Creator Engagement:** - Early access keys: {{timing_selection}} - Creator programs: {{incentives_support}} - Stream-friendly features: {{built_in_tools}} - id: appendices title: Appendices sections: - id: data-sources title: A. Data Sources instruction: | Game industry sources: - Newzoo reports - SteamSpy/SteamDB data - App Annie/Sensor Tower mobile data - NPD/GfK/GSD sales data - Platform holder reports - id: genre-benchmarks title: B. Genre Success Benchmarks instruction: | Success metrics by genre: - Sales thresholds - Player retention rates - Monetization benchmarks - Review score correlations - id: seasonal-analysis title: C. Seasonal & Event Analysis instruction: | Release timing considerations: - Holiday seasons - Steam sales events - Competition calendar - Platform holder promotions