This strategy allowed the game to be accessible for many different groups of people. For example, both Playboy and American Woman magazines claimed that Cranium was a perfect game for their readers. While the game did have wide appeal, the initial target market consisted of educated, affluent, 25-35 year old yuppies. This choice of target market went along with CHIFF since most games would probably choose to market themselves to families and kids. More importantly, people within this age group typically spend a lot of time with friends and are looking for new ways to connect with one another. Engaging in a game that gives everyone the opportunity to experience ‘moments’ of brilliance is an excellent and memorable way to connect with
This strategy allowed the game to be accessible for many different groups of people. For example, both Playboy and American Woman magazines claimed that Cranium was a perfect game for their readers. While the game did have wide appeal, the initial target market consisted of educated, affluent, 25-35 year old yuppies. This choice of target market went along with CHIFF since most games would probably choose to market themselves to families and kids. More importantly, people within this age group typically spend a lot of time with friends and are looking for new ways to connect with one another. Engaging in a game that gives everyone the opportunity to experience ‘moments’ of brilliance is an excellent and memorable way to connect with