Summary 📝
- Background:
- The product team aimed to explore the potential of MapleStory World as a platform for streaming and content creation.
- Objectives:
- Brainstorm ideas for streaming and content creation using MapleStory Worlds
- Identify the aspects of MapleStory Worlds that appeal to streamers and players
- Methods:
- Focus Groups (In some cases replaced with remote 1:1 sessions due to the pandemic)
- Participant:
- Similar Game Streamers (4 Individuals)
- General Game Streamers (4 Individuals)
- Non-Game Streamers (3 Individuals)
Background
MapleStory Worlds for Streaming · Content Creation
The product team set out to explore the potential of MapleStory Worlds as a platform for streaming and content creation. We then translated this business objective into a chance to collaborate with streamers and co-define opportunities with them.
Objectives
1️⃣ Brainstorm ideas for streaming and content creation using MapleStory Worlds
2️⃣ Identify the aspects of MapleStory Worlds that appeal to streamers and players
Methods
Focus Group Discussions with Streamers
To co-create ideas and opportunities, we engaged streamers from various fields in focus group discussions. These sessions also explored which aspects of MapleStory World would appeal to them.
Streamer_1_new
Streamer_2
Streamer_3
Participants
We invited 11 streamers across three groups: similar games (streaming related gaming content), general games (streaming various gaming content), and non-game streamers (focused on diverse content creation), ensuring diversity in perspectives.
Streamer_4~6Reporting
Summary: Co-creation · Brainstorming Opportunities
MapleStory Worlds has the potential to be a great platform for viewer participation and content creation.
Streamer_9
Streamer_10
Streamer_19~25
Summary: General Impression
MapleStory Worlds needs to break away from the conventional framework of the original MapleStory IP.
Gap Analysis: Expectation-Impression
We analyzed streamers’ initial expectations of MapleStory Worlds as a metaverse platform and compared them with their impressions after engaging with the concept introduction videos.
Research Impact
👩🏫 Post-Project Research Readouts
- Research findings were shared through post-project readouts.
📌 Product Impact
- Prioritized business opportunities based on stakeholder-generated ideas.
📌 Strategic Impact
- Initiated co-creation by involving streamers and creators early in the design process.
- Built relationships with streamers and creators, key contributors to the creator economy.
- Started discussions about potential partnership opportunities with streamers and creators.
- Discussed further research opportunities involving younger players to assess product-target fit.
📌 Cultural Impact
- Invited stakeholders to observe participants during each session.
📌 Internal Impact
- Established the first case of co-creation with domain experts.
Product
Introducing MapleStory Worlds
MapleStory Worlds reimagines the classic MMORPG experience, evolving it into an expansive metaverse platform. Designed for both players and creators, it empowers them to build, own, and monetize their unique gaming experiences. Based on the beloved free-to-play, 2D side-scrolling MMORPG MapleStory, this platform blends nostalgia with innovation.
My Role
In the beginning, MapleStory Worlds was merely an idea. I took the lead in research, identifying key needs and opportunities, laying the groundwork for its early stages, and fostering long-term collaboration with stakeholders.
Page 11111
1️⃣ Leading Strategic · Tactical Research
I managed a small team of researchers over a two-year collaboration with the product team. Our efforts encompassed diverse areas, including gameplay experience, content creation, and publishing, utilizing generative research and co-creation methodologies.
Page 33333
2️⃣ Uncovering Needs and Opportunities
In the early stages, we explored user needs and opportunities in first-mover metaverse and social platforms like Roblox, Minecraft, and TikTok. As the project evolved, we expanded our focus to include diverse user types—regular players, creators, and streamers.
Page 22222Conclusion
📌 Early Stage · Long-Term Collaboration: How it all went
Wrapping up this long-term collaboration, I gave a speech at MCI22 (MapleStory Worlds’ Creators Invitational 2022) on the topic of ‘Co-Creating MapleStory Worlds with the User’. I highlighted our extensive co-creation and collaboration with diverse stakeholders and users, sharing various studies and insights gained from them.
Research Impact
📌 Cultural Impact
Initiated during the ideation phase, the early stage collaboration defined target users through personas, uncovering their needs and opportunity areas. This collaborative design thinking process, involving designers, developers, and users—including creators and streamers—helped shape the product’s go-to-market strategy.
📌 Product Impact
This approach demonstrated how early collaboration can drive long-term product success. MapleStory World achieved a successful launch and has since become a beloved service, now with 60K+ active players, continuing to thrive.
At the conclusion of the collaboration, user needs-based heuristics were provided as a lasting KPI for the product team.
Page 44444
MCI22 강연 슬라이드_게임UX분석팀 이종윤_20221125(현장 수정)_영문화