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Entertainment Market ResearchCase 04 of 10Illustrative engagement

Sizing demand for escape rooms in new cities

An entertainment start-up

  • RegionTier-2 Indian cities
  • Scope1,500 young adults
  • Timeline5 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

An entertainment start-up, working in Tier-2 Indian cities. This is an illustrative engagement: a representative scenario showing how we approach this kind of work, not a named client project.

Organisation
An entertainment start-up
Sector
Entertainment
Team engaged
Market Research
Services
Market sizing and competitive intelligence, Online surveys, Consumer panel
03

Client challenge

The start-up wanted to expand beyond metros but did not know which cities had enough demand.

04

Research objectives

  • Deliver on the brief: sizing demand for escape rooms in new cities.
  • Understand the views, needs and behaviour of young adults.
  • Produce results that can be compared across groups and locations.
  • Give the client evidence it can act on within 5 weeks.
05

Target audience

The work focused on 1,500 young adults.

  • young adults1,500

Audiences we typically reach in entertainment

Event-goersTheme-park visitorsTicket buyersSponsorsFamilies

06

Geographic coverage

Coverage: Tier-2 Indian cities. Market: India.

  • India
07

Research methodology

A structured analytical design combining desk research, modelling and primary evidence.

  1. 1Brief
  2. 2Consumer survey
  3. 3Competitor mapping
  4. 4Insight

We surveyed young adults in shortlisted cities about leisure spending and interest in group experiences, and mapped existing entertainment options.

Market sizing and competitive intelligenceOnline surveysConsumer panel

08

Sampling strategy

young adults
1,500
  • 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 5-week timeline.
  • The online survey was mobile-friendly and offered in respondents' languages.
  • Secondary sources and client data were compiled and cross-checked before modelling.
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
  • Market model built from secondary data and primary evidence
12

Key findings

  • Two cities showed strong interest and few competitors.
Choose cities where interest is high and choice is low.
13

Recommendations

  • Build on the core insight: choose cities where interest is high and choice is low.
  • Focus effort where the evidence was strongest: two cities showed strong interest and few competitors.
  • Re-measure after the changes to confirm the effect.
14

Business impact

  • The start-up opened there first.

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: 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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