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Gaming & betting Market ResearchCase 06 of 10Illustrative engagement

Understanding esports fans and viewing habits

An esports tournament organiser

  • RegionIndia & Southeast Asia
  • Scope2,000 fans
  • Timeline4 weeks
  • MarketsIndiaMalaysiaIndonesia
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Illustrative engagement. A representative scenario showing how we approach this kind of work in gaming & betting. It does not describe a specific client; outcomes are described qualitatively.

01

Industry overview

What is shaping gaming & betting

Our work in gaming and betting supports regulators, operators and researchers with responsible-gaming, awareness and player-protection studies, under strict ethical rules.

  • Regulation is evolving quickly
  • Player-protection tools need evidence of use
  • Public attitudes inform policy
02

Client background

An esports tournament organiser, working in India & Southeast Asia. This is an illustrative engagement: a representative scenario showing how we approach this kind of work, not a named client project.

Organisation
An esports tournament organiser
Sector
Gaming & betting
Team engaged
Market Research
Services
Consumer panel, Online surveys
03

Client challenge

Sponsors wanted to know who watched tournaments and how.

04

Research objectives

  • Deliver on the brief: understanding esports fans and viewing habits.
  • Understand the views, needs and behaviour of fans.
  • Produce results that can be compared across groups and locations.
  • Give the client evidence it can act on within 4 weeks.
05

Target audience

The work focused on 2,000 fans.

  • fans2,000

Audiences we typically reach in gaming & betting

Adult playersThe general publicRegulatorsOperators' compliance teamsSupport organisations

06

Geographic coverage

Coverage: India & Southeast Asia. Markets: India, Malaysia and Indonesia.

  • India
  • Malaysia
  • Indonesia
07

Research methodology

A structured quantitative design, so results could be compared across groups, locations and time.

  1. 1Brief
  2. 2Fan survey
  3. 3Insight

We surveyed fans about games followed, platforms, viewing times and brand attitudes.

Consumer panelOnline surveys

08

Sampling strategy

fans
2,000
  • Online respondents were drawn from verified panel members who matched the screening criteria, with quotas on key profile attributes.
09

Data collection

Brief & design Sampling & set-up Fieldwork Analysis Reporting Indicative split of the 4-week timeline.
  • The online survey was mobile-friendly and offered in respondents' languages.
10

Data quality & validation

  • Digital fingerprinting and duplicate checks
  • Attention, speed and straight-lining checks
  • Review of open-ended answers
  • 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
12

Key findings

  • Viewing was mostly mobile and in the evening.
Know when and where fans watch.
13

Recommendations

  • Build on the core insight: know when and where fans watch.
  • Focus effort where the evidence was strongest: viewing was mostly mobile and in the evening.
  • Re-measure after the changes to confirm the effect.
14

Business impact

  • The organiser scheduled finals at peak times and created mobile-first sponsor formats.

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

15

Deliverables & next steps

  • Cleaned data file and data tables
  • Repeat the measure after changes are in place to track progress.
  • A natural follow-on question: do players use protection tools?

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