Case study : Assessing the smartphone gaming preferences and perceptions
BACKGROUND
The client a top 10 global smartphone vendor wanted to understand the attitudes and preferences of active gamers towards smartphone gaming, in 5 of their key focus countries.
Based on this research the client wanted to relook at the specifications for future products and go to market plans.
METHODOLOGY
Primary market research covering active gamers in the 5 countries covering gamers, with a sample size of 500 / country.
The primary MR was augmented and supplemented with social media intelligence and desk research.
Deeper desk research was carried out to understand competition and their messaging around gaming capabilities.
Specific analytical models were used to bring insights to life.
OUTCOME
Study revealed that 72% of active gamers (who play on consoles or PCs or both) also play on smartphones. However, serious gamers perceive mobile gaming as an inferior experience.
Client was able to identify key areas to focus on from NPD and GTM messaging perspectives and take actions.