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Video games Market ResearchCase 03 of 10Illustrative engagement

Monetisation research for a free-to-play game

A game studio

  • RegionIndia & Southeast Asia
  • Scope2,000 players
  • Timeline4 weeks
  • MarketsIndiaIndonesia
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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 studio, working in India & Southeast Asia. This is an illustrative engagement: a representative scenario showing how we approach this kind of work, not a named client project.

Organisation
A game studio
Sector
Video games
Team engaged
Market Research
Services
Quantitative research, Online surveys
03

Client challenge

The studio wanted to improve in-game revenue without hurting retention.

04

Research objectives

  • Deliver on the brief: monetisation research for a free-to-play game.
  • Understand the views, needs and behaviour of players.
  • 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 players.

  • players2,000

Audiences we typically reach in video games

PlayersPaying playersLapsed playersStreamers and creatorsParents of young gamers

06

Geographic coverage

Coverage: India & Southeast Asia. Markets: India and Indonesia.

  • India
  • Indonesia
07

Research methodology

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

  1. 1Brief
  2. 2Spending survey
  3. 3Insight

We surveyed players about spending and offers.

Quantitative researchOnline surveys

08

Sampling strategy

players
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

  • Players preferred cosmetic items.
Fair monetisation retains players.
13

Recommendations

  • Build on the core insight: fair monetisation retains players.
  • Focus effort where the evidence was strongest: players preferred cosmetic items.
  • Re-measure after the changes to confirm the effect.
14

Business impact

  • The studio focused offers on cosmetics.

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: is monetisation working and fair?

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