Profile + Persona do a interview ( interview question and answer for a docs )

profileSelina Watkins
management353initialresearchfindings.docx

Joseph Fakhoury

Mike Hu

Christopher McClendon

Juno Wen

Management 353

October 12, 2020

INITIAL RESEARCH FINDINGS

1. Who are your 1 to 2 customers and potential champions?

Our customers and potential champions would be professional gamers and streamers.

For professional gamers, we will be targeting people from the ages of 10-21, who are trying to become  pro game players. Especially for people that desire to go into the pro world and have significant achievement within their careers.

For streamers, we will target people from the ages of 18-30, while they play and stream games to gain viewers and gain exposure, as they play the game of their choice as a tool to increase their popularity and profits. 

2. What are their jobs to be done?

For professional  gamers streamers, they are trying to become a professional game, that in itself is an accomplishment. One thing they couldn’t live without, especially for pro players, is to become better at particular games, they have to get there as soon as possible, and as young in age.

3. What pains do they regularly face, and what gains / benefits do they hope for?

Pains:

For streamers, a pain would be to take a loss while streaming live, or not having enough power to finish a round. Streamers typically need to spend a lot of time mastering a game to gain viewers. Oftentimes their effort goes wasted when that particular game's popularity winds down. 

For professional gamers, a pain would be to multitask between playing the game and increasing your gaming skills or studying for an important test or putting off a choir you are supposed to be doing. At the same time, gamers will be frustrated if they cannot climb their way to the Top 5% poll when they get older. Due to the fact that Pro gamer’s career is short (average peak at 16-21), a lot of gamers failed to become a pro because of schoolwork. 

Gains:

For streamers, winning while streaming live would be victorious for the streamer itself, and the viewers as well. There is a direct relationship between viewers and streamer’s profit. Therefore, generally speaking, the better a gamer is, the more clouts, popularity, and profit.

For professional gamers, leveling up is an accomplishment, and being able to level up at a fast pace is a gain. The sooner a gamer becomes a pro, the faster they can compete in tournaments to have significant accomplishments for their career.

4. Might they be willing to pay for a service? How often, and how much?

As a service that provides a gaming guide with tutorials and how-to information about the  popular games out, we will charge a monthly service for tutorials and systematic understanding of the game with a gaming guide with  detailed skills and give our customers a better basic understanding on how to start and succeed in the game. Our service will be bundled with free gaming hacks at a price of $19.99 per month. We also have an upgraded package for $29.99 per month, which would include a free training/lesson from a certified professional gamer or streamer of your choice. 

5. What are the drivers or barriers to adoption – i.e., what would help or hinder this specific. Segment from using an (as-yet unidentified) solution you might provide? 

Drivers 

Fast access to knowledge. Significantly reduce time to build understanding of games

Networking with individuals in the industry and collaboration with peers. 

Reduce the pain gamer experience with new games/transition to another game

Help gamers who want to become pro to have systematic training. 

Barriers

Game Guides and Game wikis are potential substitutes

The ability for young gamers to pay for the extra services

Potential barriers for gamers to change their playing style