Off the cuff, I'm thinking we need to market to the 8-18 year old demographic. Maybe split that into separate demographics, like 8-12, 13-15, and 16-18. My thought is for the younger demographics, we develop a game that can be played on mobile devices, something cutsey and fun - like Subway Surfers. The goal of the game is to collect coins, which can then be used to purchase new characters to play as, and outfits for them, and powerups, and maybe even new stages.
How NXT factors in, is that the coin are actually fractional units of NXT. Which means they have real money value - sort of like what Burnercoin is doing with their mobile game. They allow playing the game to generate coin for the player. I think what's important with our game though, is that we'll accept USD in, which is converted to NXT. Just like with a lot of these mobile, micro-payment games, you can spend real money to buy the characters, skins, etc, if you don't want to actually earn them in the game. So, you have people infusing the NXT market with value in the form of USD, without even necessarily realizing it.

Of course, once they spend the NXT, it's gone from their account and into...somewhere. I don't know, pay for the servers, further game development, fund development in the NXT community, that sort of stuff. I'm thinking it should be a non-profit sort of venture. Of course, any in game NXT they have remaining, should be transferrable back to a NXT wallet and also available for pulling it back out as USD. Maybe we can use our new gocoin(or whatever it's called) partnership to facilitate that? So, they have the ability to make something worth value outside of the game, instead of the game just being a money/time sink!
There would need to be some sort of algorithm built into the game so that as the NXT value increases/decreases, the pricing for in-game goods remains at parity with a set value in USD and the fractional value of the in-game coins would change accordingly, so that, assuming the person's skill remains the same over one week, and they play each day that week, they will still be able to purchase power-up A on Monday and power-up A on Sunday for the same amount of coins. Does that make sense? It would be the same for the USD conversion - if $10 worth of NXT on Monday buys you power-up B, then $10 worth of NXT on Sunday will still buy you power-up B. In other words, the game will need to compensate for market fluctuations so not to discourage players when the value of their previously collected coins decreases, and the stockpile of coins they've saved up to put against UBER EPIC POWER UP devalues and UBER EPIC POWER UP essentially becomes more expensive for them to buy, and they have to put more time into the game for less reward.
I think the conversion out to USD or NXT should function similarly...of course, thinking about it, maybe we can't change the value of coins already collected, if we're going to say once a coin in the game has been collected, it's the equivalent of having a fractional value of NXT in your wallet. That's something for our fiscal viability experts to figure out. lol
I also suggest the game be built with modern skinner box design to keep people continually engaged.

EDIT: for readability, at ChuckOne's suggestion.
