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Entertainment Market ResearchCase 10 of 10Illustrative engagement

Feasibility research for a family entertainment centre

A mall developer

  • RegionSaudi Arabia
  • Scope1,200 families
  • Timeline6 weeks
  • MarketsSaudi Arabia
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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 mall developer, working in Saudi Arabia. This is an illustrative engagement: a representative scenario showing how we approach this kind of work, not a named client project.

Organisation
A mall developer
Sector
Entertainment
Team engaged
Market Research
Services
Quantitative research, Market sizing and competitive intelligence
03

Client challenge

The developer considered adding an entertainment centre but needed evidence of demand and preferred attractions.

04

Research objectives

  • Deliver on the brief: feasibility research for a family entertainment centre.
  • Understand the views, needs and behaviour of families.
  • Produce results that can be compared across groups and locations.
  • Give the client evidence it can act on within 6 weeks.
05

Target audience

The work focused on 1,200 families.

  • families1,200

Audiences we typically reach in entertainment

Event-goersTheme-park visitorsTicket buyersSponsorsFamilies

06

Geographic coverage

Coverage: Saudi Arabia. Market: Saudi Arabia.

  • Saudi Arabia
07

Research methodology

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

  1. 1Brief
  2. 2Family survey
  3. 3Catchment analysis
  4. 4Insight

We surveyed families in the catchment about leisure habits, spending and preferred attractions, alongside a review of nearby options.

Quantitative researchMarket sizing and competitive intelligence

08

Sampling strategy

families
1,200
  • The sample was designed with the client around the decision to be made, with quotas to keep key groups readable.
09

Data collection

Brief & design Sampling & set-up Fieldwork Analysis Reporting Indicative split of the 6-week timeline.
  • Secondary sources and client data were compiled and cross-checked before modelling.
10

Data quality & validation

  • 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

  • Families wanted attractions for both young children and teenagers in one place.
Families choose venues that suit every age.
13

Recommendations

  • Build on the core insight: families choose venues that suit every age.
  • Focus effort where the evidence was strongest: families wanted attractions for both young children and teenagers in one place.
  • Re-measure after the changes to confirm the effect.
14

Business impact

  • The developer revised the concept accordingly.

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
  • Repeat the measure after changes are in place to track progress.
  • A natural follow-on question: what value did sponsors get?

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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