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Video games Market ResearchCase 01 of 10Illustrative engagement

Player research for a mobile game

A game studio

  • RegionIndia
  • Scope2,000 players
  • Timeline4 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 studio, 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 studio
Sector
Video games
Team engaged
Market Research
Services
Consumer panel, Online surveys
03

Client challenge

Players churned after the first week.

04

Research objectives

  • Deliver on the brief: player research for a mobile 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. Market: India.

  • India
07

Research methodology

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

  1. 1Brief
  2. 2Player survey
  3. 3Insight

We surveyed players about engagement and frustrations.

Consumer panelOnline 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

  • Difficulty spikes caused drop-off.
Smooth difficulty keeps players.
13

Recommendations

  • Build on the core insight: smooth difficulty keeps players.
  • Focus effort where the evidence was strongest: difficulty spikes caused drop-off.
  • Re-measure after the changes to confirm the effect.
14

Business impact

  • The studio adjusted levels.

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: how large is the market?

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