My product strategy brain has been a little absent lately so I will use this post to describe a more concrete product experiment I ran together with a friend earlier this fall.
So both me and my friend are casual PC gamers since childhood but our current living conditions (sharing small apartments with a partner) don’t allow for a large gaming rig standing in the living room. As such, we frequent one of our city’s largest and most popular gaming arenas. This is nice since it allows us to play the latest game titles without having a gaming computer at home. This, however, is about the only nice thing about the gaming arena.
The keyboards are sticky, the atmosphere noisy, computers often don’t work. It’s not unusual that we spend 30 minutes just finding two computers that work next to each other. On the flip side, the experience is very cheap and you can buy 20 hours of gameplay (lasting us several months) for the price of a burger and a couple of beers . We wanted an experience where we could game in a more grown-up setting and where higher prices would be ok given that the overall experience was better.
We thought we were not the only ones that thought this way. Gaming as an interest is becoming more and more common in older age groups. We believed that there is a cohort of gamers that would be willing to pay more for a “premium experience”.
Our main desired learning for the experiment was mainly to generally gauge the interest. Where we the only ones that thought this way? We also wanted to see if there was a way to monetize the experience in a different way and make it more economically viable than just charging a per hour price.
In the next post I will go through the experiment we designed and what we learned, both around the experiment but also from a met perspective about running similar experiments.