GTA V Research Results and 
Analysis 
BY LUIS VAZQUEZ
Quantitative Research 
 The Quantitative Research was carried out using 
Survey Monkey, a website with software that 
allows for the creation of surveys that 
automatically collect the answers given. 
 The survey was then distributed via social media 
websites – such as Facebook, and Twitter. 
 Less than ten people responded to the survey, and 
produced these results:
Quantitative Results 
 100% percent of those who answered the survey were 18 or over, were 
male and spoke English as their first language. 
 Every response came from people living in the north-west of England. 
 50% of people who responded to the survey played games for less than 
ten minutes per week, and 50% of people played games for ten hours or 
over. 
 The most commonly owned gaming device was the Windows PC among 
responders. 
 Less than a third of responders had played GTA V, and of those 100% 
had played it at a friends house and played it for less than ten minutes. 
 50% of responders would recommend GTA V to a friend, the other 50% 
would not.
Quantitative Analysis 
Making a survey with Monkey Surveys software was 
very simple and social media is an easy way of 
getting a survey to a lot of people quickly. 
However, from the limited amount of results it is clear 
that when using social media to display a survey to a 
lot of people, very few people will take an interest in 
taking the time to respond to a survey. 
Therefore, to make the collection of survey results 
more effective, either expanding the range of people 
who will see the survey, or taking more direct 
approaches to get responses from people are 
necessary.
Qualitative Research 
 Similarly to the quantitative research, the qualitative 
survey was made using Monkey Surveys hosted 
software. 
 However, unlike the previous survey, I distributed 
the survey directly by email to particular people. 
 I received 50% more results from this method than 
from the quantitative research, which are as follows:
Qualitative Results 
 Two thirds of the responses were from males, and one third were 
from females. 
 Roughly a third of responses were detailed and informative, with 
the others being short sentences. 
 All responders liked how the game looked, stating that they like 
how vibrant and varied the colour palette of the game is. 
 Half of the responders felt that their preferred aspect of 
gameplay was the gunplay, while the other half preferred the 
vehicle sections of the game. 
 Two thirds of the responders preferred Trevor as a protagonist, 
while one third preferred Franklin. 
 All responders felt that the game could be improved by 
expanding on the available content in the game.
Qualitative Analysis 
Distributing the survey by email meant that more people 
responded, which means that for small scale surveys with low 
amounts of publicity this is more effective than social media. 
However, I found that because you need to have particular 
private details about the people you are sending emails to (for 
example, their email address), that means that you are likely 
to know the responders personally. 
I found that because of this, some answers were useless because 
they were jokes, rather than responses to the questions 
themselves. 
This means that while emails are more effective at getting 
responses, you need a method of getting the survey to people 
you do not necessarily know personally to get more accurate 
and honest answers.

Gta v research results and analysis

  • 1.
    GTA V ResearchResults and Analysis BY LUIS VAZQUEZ
  • 2.
    Quantitative Research The Quantitative Research was carried out using Survey Monkey, a website with software that allows for the creation of surveys that automatically collect the answers given.  The survey was then distributed via social media websites – such as Facebook, and Twitter.  Less than ten people responded to the survey, and produced these results:
  • 3.
    Quantitative Results 100% percent of those who answered the survey were 18 or over, were male and spoke English as their first language.  Every response came from people living in the north-west of England.  50% of people who responded to the survey played games for less than ten minutes per week, and 50% of people played games for ten hours or over.  The most commonly owned gaming device was the Windows PC among responders.  Less than a third of responders had played GTA V, and of those 100% had played it at a friends house and played it for less than ten minutes.  50% of responders would recommend GTA V to a friend, the other 50% would not.
  • 4.
    Quantitative Analysis Makinga survey with Monkey Surveys software was very simple and social media is an easy way of getting a survey to a lot of people quickly. However, from the limited amount of results it is clear that when using social media to display a survey to a lot of people, very few people will take an interest in taking the time to respond to a survey. Therefore, to make the collection of survey results more effective, either expanding the range of people who will see the survey, or taking more direct approaches to get responses from people are necessary.
  • 5.
    Qualitative Research Similarly to the quantitative research, the qualitative survey was made using Monkey Surveys hosted software.  However, unlike the previous survey, I distributed the survey directly by email to particular people.  I received 50% more results from this method than from the quantitative research, which are as follows:
  • 6.
    Qualitative Results Two thirds of the responses were from males, and one third were from females.  Roughly a third of responses were detailed and informative, with the others being short sentences.  All responders liked how the game looked, stating that they like how vibrant and varied the colour palette of the game is.  Half of the responders felt that their preferred aspect of gameplay was the gunplay, while the other half preferred the vehicle sections of the game.  Two thirds of the responders preferred Trevor as a protagonist, while one third preferred Franklin.  All responders felt that the game could be improved by expanding on the available content in the game.
  • 7.
    Qualitative Analysis Distributingthe survey by email meant that more people responded, which means that for small scale surveys with low amounts of publicity this is more effective than social media. However, I found that because you need to have particular private details about the people you are sending emails to (for example, their email address), that means that you are likely to know the responders personally. I found that because of this, some answers were useless because they were jokes, rather than responses to the questions themselves. This means that while emails are more effective at getting responses, you need a method of getting the survey to people you do not necessarily know personally to get more accurate and honest answers.