MARKET TEST 1 (1999)
- 50% of our surveyed users (male and female) answered they were willing to pay to play Masq.

MARKET TEST 2
(2003)
- 9% of the users that downloaded our prototype bought it. This is 3 times the average conversion rate (IGDA 3/03) and is the result of different ads for different market segments.
- 21% of the users that downloaded our prototype bought it. This is 7 times the average conversion rate (IGDA 3/03) and the result of the 4 best performing ads.
- 50% of our users are women, even though they play a sexually active male character.
- 30% of our customers play no games at all.
- 25% of our web site visitors try our online episodes.
- From 1 to 5, our user's average satisfaction index is 4.2
and users keep asking for more titles. (Users can screen the first three episodes before buying, so it's logic to expect satisfaction)

MARKET TEST 3 (2003)
- 48% of the people that start playing Masq, register (email) to play a third episode for free.

MARKET TEST 4 (2004)
Overall, what did you think of Masq?                        Do you think you'd look into buying Masq?
I liked it........... 37.5%                                            Yes............18.75%
It's OK............. 62.5%                                            Maybe........50%
I didn't like it..... 0%                                                No..............31.25%

MARKET TEST 5
(2004)
- 60% of those who started playing Masq enrolled in a permission ad model.
- 64 % seem to have responded honestly to the questions.

MARKET TEST 6 (2007)
Just check what players are saying all over the web about Masq.

http://alteraction-masq.blogspot.com/
Market test results
Design model
Summary
Technology & Prototypes
Prototype-Product Masq
Market test results
Industry & users' opinions
Objections and Myths:
Why did others fail?
"Interactive story" an oxymoron?
Will women play it?
A new genre may be expensive
Can this model make money in a hit-driven business?
Contact us
Team / rare mix of skills
Intention & History of the project
MASQ
Presents
Cost-Platform Design Model
Title Design
Why aren't we mainstream?
Branching is expensive
Non-gamers won't play
Model as platform and scalability
User's experience
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