Target Segmentation are the specific group of people that a company’s product is intended for

The Progressive Gamer

The Progressive Gamer engages with gaming systems in order to expand their range of knowledge concerning different lived experiences in their communities through stimulations. They are of both genders, is age 9+ and play around 6-10 hours week. Their curiosity about different life experiences is either ignited by how they are being raised by their parents, what is happening in the world, a specific requirement of their place of employment, or their own experiences with people of different lived experiences than their own. They engage in these stimulations to become a more empathetic person to the people around them by addressing their own blind spots and to understand what actions they can take in order to create more positive experiences for the community around them.

“Being able to enlighten myself on the different lived experiences of others through stimulation is fulfilling because it allows me to see my own blind spots. This allows me to be a better ally to these individuals.”

Key Opportunity

Inclusive Entertainment allows customers to learn about different lived experiences in a safe but yet engaging environment. This is done through our stimulation game, “Differently Abled.” Through playing this game, they are able to become better friends, co-workers, and allies of the disabled community. Thus, creating a more pleasant experience for these individuals and becoming more evolved humans themselves. In addition, Inclusive Entertainment provides software like the Virtual Social Networking for users to engage with the disabled community. The ability to engage directly with the disabled community cannot compete with stimulations because no stimulation can accurately portray the emotional component of their lived experience. Finally, our Inclusive Adaptive controller allows our users to practice what they learn through the stimulations and interactions with the disabled community by engaging with them on equal footing. Something that everyone can appreciate and value. 


The Virtual Sociable Gamer

The Virtual Sociable gamer is physically isolated in their residence due to a lack of accessibility, and/or societal restraints. This segmentation is of all genders, is between the ages of 18-34, and play between 6-10 hours a week. They are discovering their individuality and career path. Gaming with others allows them to learn about themselves through their interactions with others. Some of them might be in college while others might be starting out in the workforce or starting families. This segmentation values the ability to kick back, relax, decompress, and enjoy connecting with their peers from all over the globe after navigating a world filled with many hurdles that they have to overcome on a daily basis. They value independence and community which make them loyal customers

“One of the biggest joys of my day is to connect with my friends from across the world while sitting in my living room.”

Key Opportunity:

Inclusive Entertainment provides the Inclusive Adaptive controller which can be customized to accommodate those with limited mobility fulfills their belief that everyone deserves an opportunity to experience escapism through gaming. These adaptive controllers in turn allow these players to have the opportunity for socializing and building community online. The Virtual Social Networking Game would be an excellent choice for this segmentation. This opportunity to foster online friendships will undoubtedly lead to more tangible benefits in real life, such as meetups, hangouts, or just a listening ear when needed. Thus, improving their quality of life. In addition, Inclusive Entertainment provides a safe space through stimulations and socializing for people with disabilities to start to deconstruct their own internalized ableism against themselves and others with disabilities. This will hopefully result in less in fighting and more of an united front in terms of gaining equality in the world.