An Unofficial Marketing Research
on
Squaresoft, Inc.

(The Best Video Game Developer Ever!!!)

"Customer Profile"
by Spirit Mouse

Demographic Profile:

In order to retain a lifetime value of its brand loyal customer, Squaresoft grows with them. Since the first episode of their long lasting series, Final Fantasy, back in the 1980's, until the most recent Final Fantasy X released last year, it has grown from a childish game, targeting the younger age of 6-10, to a RPG targeting the youth of 15-25 years old. The content of each episode is more mature and complicated than the previous episode.

As the industry develop its diversity, Squaresoft is also gradually widening their customer base to both genders. Nowadays, the consumer of Squaresoft's RPG, 57% are still males, and 43% became female players. When Squaresoft was still a small video game development company, it only markets its product to their own region. However, as it expands its company globally to the U.S. and Europe, it also broadens their product line towards the Americans and Europeans.

Presently, since Squaresoft has became a international wide company, and retain the third leading market of the industry, it could afford more than a single product line, they also develop a secondary product line, focusing the younger age group of 6-10, which they once targeted. As a better benefit of developing revenue from this target market, they cooperated with Disney to create Kingdom Hearts, which won the heart of the child group successfully. They are also going to work with Nintendo to further cultivate this group of audiences.

Psychographics Profile:

Considerate that Squaresoft's major product line is enormous RPG that releases annually, their target audience is different than other companies. Their RPGs, such as Final Fantasy are games that simulate long quests in a fantasy world. Therefore, players are required to have commitment, patience, memorization, critical thinking, and strategy.

Most of Squaresoft's major products tend to be longer which requires players to finish more than a few weeks, or an average of 30 - 50 hours. They did that purposely and effectively. The more time the player spends on the game, the more they will addict to it. As a result, although after a player finished the game who usually will not play another time, as they already knew the whole story, they will buy the game's ancillaries. The primary usage rate of their customer is not heavy, but this does not matter, as their goal is not increase usage rate.

Majority of Squaresoft's customers are core game players who read game magazine or go to any game store frequently. These sources are what Squaresoft need to distribute its news to. In additional, Squaresoft sometimes promote a short preview on TV to let the parents understand it is a trustable game developer for their children.

Since they release their major product annually, their customer has to be hard-core loyalty and patient enough to wait. All products by Squaresoft are 98% differentiated in order to maintain its quality demanding loyal customers. A short preview of the best clip from the game will build its customer's eagerness of playing the game. The buyers usually are ready to buy their products before they are even released in the market.

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Primary Target Audience

Secondary Target Audience

Gender:

Both

Male

Age:

15-25 yrs old & above

6-10 yrs old

Ethnicity:

Asian, American, European

American

Region:

Urbanize

Urbanize

Education:

High School or above

Elementary School

Marital Status:

Single

Single

Household Income:

$15,000+

$10,000+

Occupation:

Student to any kind

Student

Lifestyle: Experiencer, Striver, Maker Experiencer, Believer, Striver, Maker
Personality: Sensory, patient, critical thinking, strategic Sensory, cheerful, aggressive
Usage Rate: N/A N/A
Loyalty Status: Hard-core Hard-Core
Readiness: Eager to buy Intend to buy
Ability & Experience: Basic to moderate experience None to moderate experience
Media & Shopping Habits: Game Magazine, Online Game Articles, Game Store Game Magazine, from schoolmates, by Parents
Preference Price: Medium to high Medium to high

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Written on: Oct. 14, 2002

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