Games pitching and presentation : how to pitch a project to potential investor/publisher and account for cultural and professional biases
Mikkola, Janne Pekka Tapio (2025)
Mikkola, Janne Pekka Tapio
2025
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2025121536137
https://urn.fi/URN:NBN:fi:amk-2025121536137
Tiivistelmä
This thesis investigates how indie video game developers can and should pitch their game projects as effectively as possible. It aims to formulate an idea of optimal pitching process by drawing from intercultural-communication theory, behavioral-finance research and combining their theories with a set of qualitative interviews with experienced Finnish game developers with more and less successful game pitching experiences from the field. The study explores how persuasion, empathy and bias awareness, both cultural and professional, can significantly affect the success of game project pitching. The methodology of the thesis follows the interpretivist and inductive approach described by Saunders et al. (2019). For the interviews, it uses a semi-structured formula designed around five themes: experience, pitching process, cultural influences, dynamics & reflection, and closing advice. Altogether eight interviews were conducted to form the quantitative interview data.
The findings indicate that clear logical structure combined with credible self-presentation achieved the strongest engagement with recipients of the pitching, which included publishers and financiers. A recurring theme of decision biases was detected in the analysis of the interview material: regret aversion, anchoring, and similarity preference appeared to affect the investors’ and publishers’ evaluations. In conclusion, the study proposes a practical, pitch-plan framework that aims to combine industry experience and best practices with academic insight.
The practical contribution the study aims for is transforming intercultural communication theory into a practical framework that could be used by game developers, as well as potentially educators and industry mentors.
The findings indicate that clear logical structure combined with credible self-presentation achieved the strongest engagement with recipients of the pitching, which included publishers and financiers. A recurring theme of decision biases was detected in the analysis of the interview material: regret aversion, anchoring, and similarity preference appeared to affect the investors’ and publishers’ evaluations. In conclusion, the study proposes a practical, pitch-plan framework that aims to combine industry experience and best practices with academic insight.
The practical contribution the study aims for is transforming intercultural communication theory into a practical framework that could be used by game developers, as well as potentially educators and industry mentors.
Kokoelmat
Samankaltainen aineisto
Näytetään aineisto, joilla on samankaltaisia nimekkeitä, tekijöitä tai asiasanoja.
-
Game Development in Unity : Game Production, Game Mechanics and the Effects of Gaming
Dansie, Jason (Metropolia Ammattikorkeakoulu, 2013)The goal of this thesis is to examine how video games are designed and to see how differ-ent game mechanics work and how to use them in the development of a game, as well as examine what are both the positive and negative ... -
Location-based mobile games : creating a location-based game with the Unity game engine
Korhola, Samuli (2020)The subject of this thesis is location-based mobile games. Location-based mobile games are a way for mobile games to combine reality with virtual worlds and thus re-define the gaming experience. This thesis presents ... -
”WE WANT A 3D GAME” : Customer expectations for the games company when buying a serious game
Sorppanen, Mikko (Oulun seudun ammattikorkeakoulu, 2012)All digital games are not used for entertainment. Some of them can also be used for non-entertainment purposes and these games are called serious games. This thesis is carried out in co-operation with one Finnish games ...


