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The target market is tricky. I'm in my early thirties and I feel too young to get any nostalgia from this stuff. Also I've noticed that as people age, they get
by vlehto 9y ago
The target market is tricky. I'm in my early thirties and I feel too young to get any nostalgia from this stuff. Also I've noticed that as people age, they get less exited about wasting their time on games and more willing to spend money for something useful. So your target market is actually getting trickier as time passes.
But how about this:
There are probably around 50 000 people in Romania starting a business every year. And they experience almost the exact same problems than OP.
Build a web service that helps them. If you catch 1% of those people, that's ~400 people per month. If you can get them pay 5$/person, you get 2000$/month. You will have competition, but it wont be international. OP has extremely relevant experience.
I started a business last year and it's scary as fuck. Presenting the relevant info I need in small packages would have been lot less scary than wading through 100 page pdfs and wondering if I ever emerge alive from the other end of the bureaucracy. This is prime target for gamification. You also get to be actually useful for lots of people.
- princeb 9y ago>If you catch 1% of those people, https://successfulsoftware.net/2013/03/11/the-1-percent-fallacy/ https://successfulsoftware.net/2013/03/11/the-1-percent-fall...
- jaymzcampbell 9y agoI hadn't seen that before but that is a great post and makes an excellent point.
- vlehto 9y agoGood point. I think there is essential difference between "100% need it but only 1% is going to buy it" and "Everybody wastes time playing games they enjoy, somehow magically 0,00003% of them will end up playing my game." Or maybe it's just the same fallacy over again. Do you have any resource of making good market analysis?