The book is laid out in 6 chapters. Chapter 1-5 go through marketing in each stage of development. Chapter 6 is all about advaned theories.
The very first subject covered is target market. Here's an excerpt on target markets:
"So what is a target market? This is a group of people that are most likely to purchase your game. Target markets can be many factors or combinations of factors. Typically this is some kind of demographic; however, the common demographics (age, sex, race, ect) are the worst way to judge a target market. The best way to judge a target market is by interest or hobby. The second best way is by educational level. Only after that do you resort to general demographics as an attempt to identify a target. They are NOT mutually exclusive, so be sure to mark down as much as possible on each."
The topic goes on as follows:
"This information will be very valuable in both design and later marketing of your game! Always remember the group, education, and demographics of your target. If your target market is middle-school and higher, ensure that the text and learning curve on the game is scaled accordingly. Later-on it will give you an outlet for forming partnerships. Perhaps there is an international society for soap-box racers out there who would be more than happy to sell your game!"
Somewhere beforehand I talked about the fact that soap box racing will be my recurring example product. You'll see a lot of soap box racing references, despite the fact I actually know very little about gravity racing. Heck, I haven't even seen an X-games event in 5 years. Do they even still exist?
More great marketing information to come. Check back next weekend for the latest!