Coming Out Sim

Audience Analysis by Brittany, Gabi, and Kelsey

Coming Out Sim


“Coming Out Sim” challenges the user to step outside of their shoes and enter the role of a young gay man, as he is pressured by his boyfriend to come out to his parents. The game illustrates societal barriers in accepting other sexual orientations outside of the heterosexual norm. To make the game more intense, the author makes the protagonist of asian descent, which opens the door to stereotypes and cultural differences within the game.

The author provides different paths the user can take, whether it be to come out to his parents, avoid the truth, or play devil’s advocate. Much of this game test the user about authenticity and deception, which ultimately challenges the user’s principles and moral.


“Coming Out Sim” can be played on a desktop, tablet, or smartphone. The game itself is shaped as if it is meant to be played on an iphone or other smartphone.

Nature of Interactivity

You are the person coming out through a narrative, choosing when and if to tell your parents you’re gay.

Audience Analysis

The intended audience for this game is young adults who are LGBTQIA++ affirming. It could be helpful to someone within the community looking to come out, to explore different scenarios. In the same way, though, it could be helpful to someone outside the community to see what things LGBTQIA++ youth have to think about that heterosexual people don’t have to experience.

Audience Hook

Even if you’re heterosexual, it can be interesting and you may be curious to see what it may be like coming out. The author says how the game includes things that should have, shouldn’t have been, and were said in the game.


You are a young fellow in the process of coming out and telling people you’re gay in 2010. You’re an Asian boy who lives in Canada and are struggling to come out to your parents. Asians are traditionally not the most accepting of the LGBTQIA++ community, and there are consequences to every option made.


Audience Analysis

Audience Analysis

Abbey, Alberto, Page


Game: Oregon Trail )

Age: 8-12

Gender: All genders

Education Levels: Elementary School

Income Levels: Need access to a computer

The premise of Oregon Trail is to the user on an educational journey using a narrative format through the ‘Oregon Trail’. The general demographic of the game is going to be elementary school aged children with access to a computer either at home or at school. The game is not gender specific as it allowed users to choice their own names and teammates names. The game allows for individual play or group play. The game is non discriminatory in reference to demographics because its main goal is education. Being tailored to a younger demographic allows it to escape stereotypical demographic boundaries.

Mackensie, Mackenzie, Marie: Audience Analysis

Mackensie Stimpson, Mackenzie Straley, Marie Doffermyre

Audience Analysis

Game Title


  • Young adults
  • Triggering content in the game.
  • Would recommend player to be at least 16 years of age.


  • All inclusive – the game leaves the gender of the character as neutral.
  • Depression can occur in males, females and all genders of human beings.

Education levels

  • Need at least a 4th grade reading level.
  • Need high school education to read to understand the content and concepts used in the game.

Income levels

  • Need to have access to a computer to play the game, either from a personal, work or school device.
  • There is no specific income level that is needed for a person to have depression.


  • All, depression effects all categories of race, ethnicity, religion, sexual orientation.