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Entertainment Market ResearchCase 05 of 10Illustrative engagement

Redesigning a cinema loyalty programme

A multiplex chain

  • RegionIndia
  • Scope2,500 members
  • Timeline6 weeks
  • MarketsIndia
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Illustrative engagement. A representative scenario showing how we approach this kind of work in entertainment. It does not describe a specific client; outcomes are described qualitatively.

01

Industry overview

What is shaping entertainment

Live events, theme parks and entertainment brands sell experiences. Ticketing, crowd experience and sponsor value decide whether people come back.

  • Ticket pricing and booking ease affect attendance
  • On-site experience drives repeat visits
  • Sponsors expect audience evidence
02

Client background

A multiplex chain, working in India. This is an illustrative engagement: a representative scenario showing how we approach this kind of work, not a named client project.

Organisation
A multiplex chain
Sector
Entertainment
Team engaged
Market Research
Services
Quantitative research, Qualitative research, Marketing automation
03

Client challenge

Many members joined but rarely redeemed points.

04

Research objectives

  • Deliver on the brief: redesigning a cinema loyalty programme.
  • Understand the views, needs and behaviour of members.
  • Measure how widespread each pattern is, and explain the reasons behind it.
  • Give the client evidence it can act on within 6 weeks.
05

Target audience

The work focused on 2,500 members.

  • members2,500

Audiences we typically reach in entertainment

Event-goersTheme-park visitorsTicket buyersSponsorsFamilies

06

Geographic coverage

Coverage: India. Market: India.

  • India
07

Research methodology

A mixed-method design: structured research measured how widespread each pattern was, and qualitative conversations explained why.

  1. 1Brief
  2. 2Member survey
  3. 3Group discussions
  4. 4Insight

We surveyed members and held discussions about rewards, redemption and communication.

Quantitative researchQualitative researchMarketing automation

08

Sampling strategy

members
2,500
  • Qualitative participants were recruited purposively to cover the full range of experiences that mattered, rather than for statistical representation.
09

Data collection

Brief & design Sampling & set-up Fieldwork Analysis Reporting Indicative split of the 6-week timeline.
  • Interviews and discussions were led by experienced moderators using a guide agreed with the client.
10

Data quality & validation

  • Recordings and transcripts for every session
  • Re-screening of qualitative recruits
  • Logic and range checks on the final data
  • Work carried out under our ISO 20252 quality procedures
11

Data analysis

  • Cross-tabulation by key groups and locations
  • Significance testing on the differences that mattered
  • Thematic coding of interviews and discussions
  • Journey and decision mapping
12

Key findings

  • Members wanted food and beverage rewards they could use on the same visit.
Rewards should be usable in the moment.
13

Recommendations

  • Build on the core insight: rewards should be usable in the moment.
  • Focus effort where the evidence was strongest: members wanted food and beverage rewards they could use on the same visit.
  • Re-measure after the changes to confirm the effect.
14

Business impact

  • The chain added instant food rewards and simplified points.

What changed in the business as a result of the work. Impact is described qualitatively.

15

Deliverables & next steps

  • Insight report and management presentation
  • Cleaned data file and data tables
  • Interview summaries and key verbatims
  • Repeat the measure after changes are in place to track progress.
  • A natural follow-on question: who comes, and why?

More entertainment case studies

  1. 01caseMapping the guest journey at a theme parkA theme and water park operator
  2. 02caseUnderstanding how fans buy concert ticketsA live events promoter
  3. 03caseMeasuring sponsor visibility at a large eventAn event management company
All entertainment case studies

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