Skip to content
Let's Talk

Video games Market ResearchCase 02 of 10Illustrative engagement

Playtesting a new game

A game publisher

  • RegionIndia
  • Scope20 sessions
  • Timeline4 weeks
  • MarketsIndia
Download the PDF Discuss a similar project

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

A game publisher, 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 game publisher
Sector
Video games
Team engaged
Market Research
Services
Qualitative research
03

Client challenge

The publisher wanted feedback before launch.

04

Research objectives

  • Deliver on the brief: playtesting a new game.
  • Uncover the motivations and barriers people do not state in a survey.
  • Give the client evidence it can act on within 4 weeks.
05

Target audience

Scope: 20 sessions.

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 qualitative design, built to uncover motivations, decision processes and the language people actually use.

  1. 1Brief
  2. 2Playtests
  3. 3Insight

We ran playtests with target players.

Qualitative research

08

Sampling strategy

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

Data collection

sessions
20
Brief & design Sampling & set-up Fieldwork Analysis Reporting Indicative split of the 4-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

  • Thematic coding of interviews and discussions
  • Journey and decision mapping
12

Key findings

  • Tutorials were confusing.
First minutes matter.
13

Recommendations

  • Build on the core insight: first minutes matter.
  • Focus effort where the evidence was strongest: tutorials were confusing.
  • Re-measure after the changes to confirm the effect.
14

Business impact

  • The studio simplified onboarding.

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

15

Deliverables & next steps

  • Insight report and management presentation
  • Interview summaries and key verbatims
  • Repeat the measure after changes are in place to track progress.
  • A natural follow-on question: is the game fun and clear?

More video games case studies

  1. 01casePlayer research for a mobile gameA game studio
  2. 03caseMonetisation research for a free-to-play gameA game studio
  3. 04caseSizing the gaming market in new regionsA game publisher
All video games case studies

Want results like these?

Tell us about your objectives. We'll recommend an approach and confirm feasibility within one working day.

Request a QuoteTalk to an Expert