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The Videogame Snapshot:
Demographics, Title Awareness,
Purchase Intent & Special Studies
Videogame Awareness Project
The Videogame Awareness Project addresses
some of the key attitudinal and behavioral questions about console users.
The study is conducted among 4,000 U.S. households each month, yielding
approximately 1,400 console gaming households on a monthly basis. Unlike
any other research tool available to the industry today, we talk to a nationwide,
projectable sample of game players from age 5 to more than 55, across all
the major console platforms. This is a unique sample of respondents each
month, allowing projectable real world information down to the most specific
set of consumer behaviors and preferences.
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Projectability: Although creating a projectable
sample of videogame players is a very difficult and time consuming effort,
it is a crucial aspect of our analysis. When we report that x-percent of
players are aware of a title or y-percent intend to buy it, we want those
percentages to reflect the real world and to be translatable into expected
unit volumes and sales revenue. Over the last several years, through several
rounds of experimentation, we have developed a technique for building a
projectable sample of gamers and gamer households. This capability is a
unique feature of the Videogame Awareness Project.
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The Reporting Cycle: In general, the fieldwork
for this project will be conducted in the third week of each month. Our
subscribers contribute their special requests by the end of the second
week of each month; fieldwork begins in the middle of the third week; data
collection is typically completed by the end of the fourth week; preliminary
results and findings are circulated in the first week of the following
month; and a detailed report on each month’s work is delivered as soon
after the preliminary findings as possible. In practice, the report and
supporting tables have been available during the second week of the following
month.
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Client Participation in the Cycle: You participate
in the reporting cycle by specifying which titles (your own or those of
your competitors) get tested for awareness on each of the platforms. Your
staff may also suggest special topics to be covered or special questions
to be asked. This participation is built into the reporting cycle as a
fundamental element of what we are trying to do. There is no additional
cost or charge for this.
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Share of time: Through a proprietary process
that we have perfected over the past 2 years, our monthly tracking monitors
the total amount of time spent gaming in the U.S. each month, and the distribution
of gaming time across various hardware. For example, "Dreamcast grew to
command a 6% share of total video gaming hours in the US before it started
receding in 4Q2001."
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Gamer Classifications: All the usual individual
and household demographic information is available about the respondents,
for all the usual marketing and advertising purposes. But we add a special
four-level classification to the mix, so that we know whether the gamer
is — in descending order — “hardcore,” “serious,” “casual” or “dormant”
in his or her involvement with videogames. This is based on defined segments
and reflects both overall gaming, consumption of software and may even
incorporate console devotion. We have seen over and over again how important
it is to be able to distinguish between market leaders and market followers,
and this cross tabulation process enables us to do just that.
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Prerelease Awareness: One focal point of each
reporting cycle is a tracking of prerelease awareness of specific client
titles. We have demonstrated how prerelease awareness builds months before
a title’s formal announcement through Web sites, chat rooms and other informal
channels. Release dates change -- that is a fact of life in the videogame
industry. We measure how title awareness is increasing as the formal release
date approaches and how awareness responds to rounds of prerelease advertising
and promotion. Finally, we track how title awareness is sustained after
initial release, converting awareness into sales. Various levels of segmentation
make this a very helpful tool for advertising departments.
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Purchase Intent – Pre and Post Release: On
an open-ended basis, we ask our respondents for their top purchase preferences
and build a ranking of titles by purchase intent. This intent tracking
can then be tabulated by gamer classification, demographic segment and
region of the country. We have developed tools for forecasting unit
sales based on purchase intent which have proved useful for internal planning
and retailer presentations. Obstacles to sales success in the market, (e.g.,
a title that has purchase interest from player groups that are not served
by the stores ordering the title), can be identified and addressed.
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Asset Management: Feedback on prerelease awareness
and purchase intent from the Videogame Awareness Project has several
times been integral in managing the launch of a given title and its subsequent
sales. We think of this as Entertainment Asset Management -- because after
all, the Company has several years and many millions of dollars of effort
invested in each title as it comes to market, which is obviously a significant
financial and business asset. Our goal is to contribute to managing that
asset for the best financial results.
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Industry Topics: The questionnaire and fieldwork
often have room for the further exploration of specific industry issues.
Our survey length is relatively short, so “add-on” questions are a part
of each month’s survey. Industry issues are matters like whether parents
of younger game players are aware of and have the same point of view about
industry ratings -- a topic we explored for 3DO just prior to the release
of the FTC report entitled "Marketing Violent Entertainment to Children."
Other topics include adoption interest in next generation platforms, how
gamers learn from one another about new games, which web sites gamers frequent
most, and so on.
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Behind the Scenes: We have been building a
database of results from the ongoing study of key titles so that we can
more easily respond to questions about trends or create user and demographic
profiles of particular titles. Several database functions are involved,
including title awareness, titles by purchase intent, platform, and user
profiles. Tabulations derived from these database functions are available
upon your request at no additional cost.
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Briefings and Reviews: We want to meet you
at least once a quarter to discuss results, methodologies, and improvement
opportunities. Typically, we start these sessions by presenting our observations
and interpretations of project results to you and other members of your
marketing and sales teams you may invite. Of course, we also expect to
be in regular phone, fax and email contact with you as we support this
project and respond to your on-going requests and concerns.
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Demographics: The video game tracking system
involves speaking to both the head of the household and the primary gamer
in that household (if the primary gamer is not the head of the household).
This enables us to obtain both household demographics (e.g., income, occupation,
race, education, number of people/children in household), and primary gamer
demographics (age, gender and type of gamer).
If you would like more details or have any questions
about our Videogame Snapshot product, email us at aainfo@alexassoc.com
or phone 212.684.2333.
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