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Customer Archetypes


The initial motto for the first prototype was, “An affordable, immersive, and intuitive controller for the casual gamer.” Our primary customer base is gamers, and the gun shape appeals to and benefits FPS genre gamers. The team had also initially thought about marketing two versions of the controller to a low-end and high-end market respectively with the high-end controller priced between $450-$800.

Identifying our end-customers is simple because we exclusively state our purpose as an entity that designs a gaming gun controller. The assigned video* spoke about customer archetypes and how we should go about identifying our customers. The team wouldn’t have to do any new work on this as it could just pull the metrics from existing data on gaming statistics with respect to age, time and money spent, etc. Marketing it to any gender would be the same as most FPS games find audiences in all genders, although shooting games do have a majority teenage and adult male audience. People should also be motivated to buy our product. We are hoping to keep the marked price low as that will surely attract prospective consumers. We will also need to do some big PR to market the immersive and intuitive experience. Hopefully, we can pull in some big names in the gaming industry to endorse our product, or get a celebrity to become the spokesman for it.

Another video** spoke about how a startup can have different types of customers who are using the product in different ways. Our mentor spoke about diversifying the controller’s role into a secondary market - like the educational industry - as an effective training tool for the military, police, and first responders. If we are licensing the product, then our customer archetype changes. We will have to also account for that scenario as we go forward with the prototyping and customer identification stages.

*https://www.youtube.com/watch?v=StAeA16gNPY

**https://www.youtube.com/watch?v=zbttFfL-1ZQ

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