If you’ve been here a while, you already know I really want to drive home the idea of understanding who you’re marketing to as much as possible. They’re the ones that will pick up your game on day one and support you for having the mechanics that appeal to their crowd. But, once you understand who your crowd is, how do you really appeal to all of their senses and get them to buy from you. This doesn’t just apply to your game; this could also apply to any other product you want to sell to people. Well, let’s share some tips on how to do that.


Tip 1: Know Your Audience

Once again, this is the most important thing you should know when creating your game or product. If you don’t know who you’re selling to, you’re not selling to anybody. Also, no, selling to everyone isn’t a good idea either. You don’t have the funds for huge advertisement campaigns to try and sell to everybody; you have to really commit to that singular niche. Once you’ve done that, and you’ve built up an idea on what really matters to your customer and what they truly value, well, you now have one of the keys to human nature. So, what’s the next tip that you can use?


Tip 2: Pick A Value And Sell It

Once you build up an avatar or idea of what your customer truly values, you can pick the value and sell it. For example, if your customer really values the environment, you could turn part of your game’s profits to a charity for saving the environment. Now, by doing that, you may get even more customers, just because you’re promoting a cause they actually care about. Another way is to promote an aspect of your game that also touches on the same subject. That’s how you pick a value and sell it!


 Tip 3: Monetization Techniques

The other secret, which I would not use so much with games, but there are ways to monetize the work that you do for your game. By thinking of monetization techniques, you think of how to properly scale aspects of your game. For example, you can create a collector’s edition with the concept art for your game and other work that was done prior to the game’s release. The idea is to look at the work you’ve done, and see where making money fits into it. Another example is to release products after the game’s release like collectibles or create partnerships with others that could benefit from the release of your game. Here’s a story to illustrate that.

A certain company wanted to create an app that allowed them to gain more customers. Now, they asked me to create the app for them, but if you look at it the way I make money isn’t as obvious as it might seem. You could put ads on it, but that probably won’t make much money. You could have them pay a fee to use the app, but that won’t help you very much, because they may not return to the business that often. So, how do I make money? Two ways; I take the application and take money off the increased productivity that the business makes off the app, or just charge them a flat fee for creating it for them. Both of these are viable options. See? Monetization in action, but it can only happen if you give it some thought. You want to make money, so you can keep working on the things that you’re passionate about.

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