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Video games Market ResearchCase 04 of 10Illustrative engagement

Sizing the gaming market in new regions

A game publisher

  • RegionIndia
  • Scope3,000 adults
  • Timeline5 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

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
Market sizing and competitive intelligence, Consumer panel
03

Client challenge

The publisher wanted to expand.

04

Research objectives

  • Deliver on the brief: sizing the gaming market in new regions.
  • Produce results that can be compared across groups and locations.
  • Give the client evidence it can act on within 5 weeks.
05

Target audience

Scope: 3,000 adults.

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 analytical design combining desk research, modelling and primary evidence.

  1. 1Brief
  2. 2Market survey
  3. 3Insight

We estimated gamer populations and preferences.

Market sizing and competitive intelligenceConsumer panel

08

Sampling strategy

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

Data collection

adults
3,000
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

  • Know your segments.
13

Recommendations

  • Build on the core insight: know your segments.
  • Share the findings with the teams closest to customers so they can act quickly.
14

Business impact

  • Casual mobile gamers were the largest segment.

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 are our players?

More video games case studies

  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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