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Video games Market ResearchCase 08 of 10Illustrative engagement

Esports viewer research

An esports platform

  • RegionIndia
  • Scope2,000 viewers
  • Timeline4 weeks
  • MarketsIndia
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Illustrative engagement. A representative scenario showing how we approach this kind of work in video games. It does not describe a specific client; outcomes are described qualitatively.

01

Industry overview

What is shaping video games

Game studios and publishers need player insight from concept to live operations, through playtests, monetisation research and market sizing.

  • Mobile gaming reaches very wide audiences
  • Playtesting reduces costly late changes
  • Monetisation must feel fair to players
02

Client background

An esports platform, 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
An esports platform
Sector
Video games
Team engaged
Market Research
Services
Consumer panel, Online surveys
03

Client challenge

The platform wanted to grow viewership.

04

Research objectives

  • Deliver on the brief: esports viewer research.
  • Understand the views, needs and behaviour of viewers.
  • 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 viewers.

  • viewers2,000

Audiences we typically reach in video games

PlayersPaying playersLapsed playersStreamers and creatorsParents of young gamers

06

Geographic coverage

Coverage: India. Market: India.

  • India
07

Research methodology

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

  1. 1Brief
  2. 2Viewer survey
  3. 3Insight

We surveyed viewers about content preferences.

Consumer panelOnline surveys

08

Sampling strategy

viewers
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

  • Viewers wanted shorter highlights.
Highlights grow audiences.
13

Recommendations

  • Build on the core insight: highlights grow audiences.
  • Focus effort where the evidence was strongest: viewers wanted shorter highlights.
  • Re-measure after the changes to confirm the effect.
14

Business impact

  • The platform added them.

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: how large is the market?

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  1. 01casePlayer research for a mobile gameA game studio
  2. 02casePlaytesting a new gameA game publisher
  3. 03caseMonetisation research for a free-to-play gameA game studio
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