This document summarizes the results of a survey of 460 US adults who play video or computer games. Quality checks eliminated 6.8% of low-quality responses. Celebrities like Matt Damon and TV shows like Big Bang Theory were highly rated by gamers for endorsements. Salty snacks and game bundles between titles like Animal Crossing and Starcraft showed strong co-ownership. The research provides guidance on marketing tie-ins between games, celebrities, media placements, snacks and bundled game packages.
Do Your Employees Hate Training? Games Are The Solution - eLearning Brothers ...The Game Agency
You need to train your team, but your employees say they hate training. Why? Because most corporate training is broken; it’s often long, boring, and passive—resulting in very low retention rates. Training in the form of reading, lectures, audio, or visual presentations only yields 5 –30% retention rates. That means that 70% of your efforts are being wasted.
A successful training program must be fun, short, mobile, and social. When trainers achieve this combo learners are more engaged, performance objectives are improved, and knowledge retention increases. How do you make this happen? With games!
In this session, we will demonstrate why game-based training is critical for engaging your employees and changing their behavior. Games are simply the best way to provide active training. We’ll show you examples of games across industries, and explain which game mechanics align with specific performance objectives. We will show you how to create games and how to build a gamification strategy that can be used for new-employee onboarding, sales and product training, leadership development, safety, security, compliance, systems and processes, customer service, and many other training topics. Once you create a game-based training strategy, your employees will be begging for more training!
In this session, you will learn:
- Why traditional training isn’t working anymore
- That training needs to be active to increase knowledge retention and change behavior
- That game-based training is the solution to making your training more active and engaging
- How game-based training can increase knowledge retention and change behavior when training soft skills
- Examples of game-based training
- How to create a game
GDC Talk - Nature vs Nurture: Unpacking Player Spending in F2P GamesTamara (Tammy) Levy
Have players committed to spending money in free-to-play games before they even install the game? Are you wasting time trying to get more people to spend money in your game? What monetization metrics should you be focusing on improving instead? In this talk, Tammy uses several case studies from live Kongregate games to explore how and why some player behaviors are easier and more rewarding to change, while others have a nearly unbreakable ceiling.
Creating Learner Engagement Through GamificationKarl Kapp
Presentation provided to the St. Louis Metropolitan Chapter of ASTD. It used an interactive story format to convey the message that thinking like a game developer is critical to creating engaging instructional design.
This presentation provides a comprehensive overview on emerging global gamification market. It also covers all the areas where the technology is being used and explores the future trends in business applications. Apart from projecting present and future trends in Gamification market, this presentation covers fundamental applications of game design and idea applications adapted from movie making concepts those used in story development practices.
Do Your Employees Hate Training? Games Are The Solution - eLearning Brothers ...The Game Agency
You need to train your team, but your employees say they hate training. Why? Because most corporate training is broken; it’s often long, boring, and passive—resulting in very low retention rates. Training in the form of reading, lectures, audio, or visual presentations only yields 5 –30% retention rates. That means that 70% of your efforts are being wasted.
A successful training program must be fun, short, mobile, and social. When trainers achieve this combo learners are more engaged, performance objectives are improved, and knowledge retention increases. How do you make this happen? With games!
In this session, we will demonstrate why game-based training is critical for engaging your employees and changing their behavior. Games are simply the best way to provide active training. We’ll show you examples of games across industries, and explain which game mechanics align with specific performance objectives. We will show you how to create games and how to build a gamification strategy that can be used for new-employee onboarding, sales and product training, leadership development, safety, security, compliance, systems and processes, customer service, and many other training topics. Once you create a game-based training strategy, your employees will be begging for more training!
In this session, you will learn:
- Why traditional training isn’t working anymore
- That training needs to be active to increase knowledge retention and change behavior
- That game-based training is the solution to making your training more active and engaging
- How game-based training can increase knowledge retention and change behavior when training soft skills
- Examples of game-based training
- How to create a game
GDC Talk - Nature vs Nurture: Unpacking Player Spending in F2P GamesTamara (Tammy) Levy
Have players committed to spending money in free-to-play games before they even install the game? Are you wasting time trying to get more people to spend money in your game? What monetization metrics should you be focusing on improving instead? In this talk, Tammy uses several case studies from live Kongregate games to explore how and why some player behaviors are easier and more rewarding to change, while others have a nearly unbreakable ceiling.
Creating Learner Engagement Through GamificationKarl Kapp
Presentation provided to the St. Louis Metropolitan Chapter of ASTD. It used an interactive story format to convey the message that thinking like a game developer is critical to creating engaging instructional design.
This presentation provides a comprehensive overview on emerging global gamification market. It also covers all the areas where the technology is being used and explores the future trends in business applications. Apart from projecting present and future trends in Gamification market, this presentation covers fundamental applications of game design and idea applications adapted from movie making concepts those used in story development practices.
This is my presentation based on the "Conference Hub" conference last week Friday - My topic was "how Gamification can enable your Internal Communication strategy." It was SUPER powerful, and is clear that "Internal Communications Departments" have not even considered Gamification as an option yet to improve their reach and success in communication
This is the most recent #Gamification conference slides from the communication & brand engagement summit - with Conference Hub. This is also the first presentation as #Gamification Crafters Guild... taking the world by storm!!
Tales from the Aloran insurance Salesman: Bridging the Gap Between Learning G...Jordan Pailthorpe
A presentation on the game Risk Horizon and its design influences, specifically the element of mystery and discovery and how learning games should embrace this philosophy. Game created by the Emerson Engagement Lab.
These are the slides from a presentation I gave May 12 at UMHS. Slideshare is experiencing technical difficulties with displaying slide notes, so I would recommend you view the narrated and captioned version located at
http://tinyurl.com/yse5do
instead.
Core Games, Real Numbers: Asian & Western Gamesemily_greer
Kongregate is a distributor of more than 200 virtual-goods games developed by developers small and large, Eastern and Western, casual and hardcore. As such, it has a unique perspective on what types of mechanics and characteristics of games have the most success monetizing. This talk will focus on similarities and differences in performance between Asian & Western games, look at site-wide trends and dig into specific game metrics and mechanics to understand what makes games succeed & fail with Western audiences. This talk was given at GDC China 2012
Using (Free!) App Annie data to optimize your next gameEric Seufert
This presentation describes a framework for using the free data indexed by App Annie to make an informed decision about which audience segments represent the largest opportunities in the mobile marketplace.
Player Characteristics and Video Game PreferencesGustavo Tondello
The Games User Research literature has advanced considerably on understanding why people play games and what different types of games or mechanics they prefer. However, what has been less studied is how models of player preferences explain their game choices. In this study, we address this question by analyzing data about the games that participants enjoy, their player trait scores, and their preferred game elements and playing styles. The results provide evidence that these scores can significantly explain participants’ preferences for different games. Additionally, we provide information about the characteristics of players who enjoy each game. This work was presented at CHI PLAY 2019.
"I don't fit into a single type": A Trait Model and Scale of Game Playing Pre...Gustavo Tondello
Player typology models classify different player motivations and behaviours. These models are necessary to design personalized games or to target specific audiences. However, many models lack validation and standard measurement instruments. Additionally, they rely on type theories, which split players into separate categories. Yet, personality research has lately favoured trait theories, which recognize that people's preferences are composed of a sum of different characteristics. Given these shortcomings of existing models, we developed a player traits model built on a detailed review and synthesis of the extant literature, which introduces five player traits: aesthetic orientation, narrative orientation, goal orientation, social orientation, and challenge orientation. Furthermore, we created and validated a 25-item measurement scale for the five player traits. This scale outputs a player profile, which describes participants' preferences for different game elements and game playing styles. Finally, we demonstrate that this is the first validated player preferences model and how it serves as an actionable tool for personalized game design.
How Non-native English Speakers Respond to English SurveysPeanut Labs
We like to think that everyone answering our surveys is perfectly fluent in English but let's be realistic. About 10% of Americans have difficulty reading/writing in English because it is not their native language. And when we apply standard techniques to identify which survey takers provide good data and which are simply giving random answers, we are often making the mistake of applying measurements that all require high level language skills.
Les vertus de la musique dans le marketing de l'expérience Nicolas Micallef
Pourquoi des 5 sens, l’ouïe est-elle le plus prometteur aujourd’hui pour attirer l’attention du consommateur et l’influencer alors qu’il est soumis à de nombreuses autres sollicitations sensorielles ?
Pourquoi des 5 sens, l’ouïe est-elle le plus prometteur aujourd’hui pour attirer l’attention du consommateur et l’influencer alors qu’il est soumis à de nombreuses autres sollicitations sensorielles ?
How Co-Branding & Co-Marketing Can Bring EfficiencyDigital Vidya
Care about learning 'How Co-Branding & Co-Marketing Can Bring Efficiency'. You will find this deck presented by Kapil Nakra, Co-Founder, Digital Vidya at Master Franchise Conference 2014
Market survey of selected consumer products on the basis of brand name and package. Collection of data and preparing report on the popularity of different brands and popularity and quality of packages of the product and reasons therefore.
This is my presentation based on the "Conference Hub" conference last week Friday - My topic was "how Gamification can enable your Internal Communication strategy." It was SUPER powerful, and is clear that "Internal Communications Departments" have not even considered Gamification as an option yet to improve their reach and success in communication
This is the most recent #Gamification conference slides from the communication & brand engagement summit - with Conference Hub. This is also the first presentation as #Gamification Crafters Guild... taking the world by storm!!
Tales from the Aloran insurance Salesman: Bridging the Gap Between Learning G...Jordan Pailthorpe
A presentation on the game Risk Horizon and its design influences, specifically the element of mystery and discovery and how learning games should embrace this philosophy. Game created by the Emerson Engagement Lab.
These are the slides from a presentation I gave May 12 at UMHS. Slideshare is experiencing technical difficulties with displaying slide notes, so I would recommend you view the narrated and captioned version located at
http://tinyurl.com/yse5do
instead.
Core Games, Real Numbers: Asian & Western Gamesemily_greer
Kongregate is a distributor of more than 200 virtual-goods games developed by developers small and large, Eastern and Western, casual and hardcore. As such, it has a unique perspective on what types of mechanics and characteristics of games have the most success monetizing. This talk will focus on similarities and differences in performance between Asian & Western games, look at site-wide trends and dig into specific game metrics and mechanics to understand what makes games succeed & fail with Western audiences. This talk was given at GDC China 2012
Using (Free!) App Annie data to optimize your next gameEric Seufert
This presentation describes a framework for using the free data indexed by App Annie to make an informed decision about which audience segments represent the largest opportunities in the mobile marketplace.
Player Characteristics and Video Game PreferencesGustavo Tondello
The Games User Research literature has advanced considerably on understanding why people play games and what different types of games or mechanics they prefer. However, what has been less studied is how models of player preferences explain their game choices. In this study, we address this question by analyzing data about the games that participants enjoy, their player trait scores, and their preferred game elements and playing styles. The results provide evidence that these scores can significantly explain participants’ preferences for different games. Additionally, we provide information about the characteristics of players who enjoy each game. This work was presented at CHI PLAY 2019.
"I don't fit into a single type": A Trait Model and Scale of Game Playing Pre...Gustavo Tondello
Player typology models classify different player motivations and behaviours. These models are necessary to design personalized games or to target specific audiences. However, many models lack validation and standard measurement instruments. Additionally, they rely on type theories, which split players into separate categories. Yet, personality research has lately favoured trait theories, which recognize that people's preferences are composed of a sum of different characteristics. Given these shortcomings of existing models, we developed a player traits model built on a detailed review and synthesis of the extant literature, which introduces five player traits: aesthetic orientation, narrative orientation, goal orientation, social orientation, and challenge orientation. Furthermore, we created and validated a 25-item measurement scale for the five player traits. This scale outputs a player profile, which describes participants' preferences for different game elements and game playing styles. Finally, we demonstrate that this is the first validated player preferences model and how it serves as an actionable tool for personalized game design.
How Non-native English Speakers Respond to English SurveysPeanut Labs
We like to think that everyone answering our surveys is perfectly fluent in English but let's be realistic. About 10% of Americans have difficulty reading/writing in English because it is not their native language. And when we apply standard techniques to identify which survey takers provide good data and which are simply giving random answers, we are often making the mistake of applying measurements that all require high level language skills.
Les vertus de la musique dans le marketing de l'expérience Nicolas Micallef
Pourquoi des 5 sens, l’ouïe est-elle le plus prometteur aujourd’hui pour attirer l’attention du consommateur et l’influencer alors qu’il est soumis à de nombreuses autres sollicitations sensorielles ?
Pourquoi des 5 sens, l’ouïe est-elle le plus prometteur aujourd’hui pour attirer l’attention du consommateur et l’influencer alors qu’il est soumis à de nombreuses autres sollicitations sensorielles ?
How Co-Branding & Co-Marketing Can Bring EfficiencyDigital Vidya
Care about learning 'How Co-Branding & Co-Marketing Can Bring Efficiency'. You will find this deck presented by Kapil Nakra, Co-Founder, Digital Vidya at Master Franchise Conference 2014
Market survey of selected consumer products on the basis of brand name and package. Collection of data and preparing report on the popularity of different brands and popularity and quality of packages of the product and reasons therefore.
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
Game-Based Research: Implementing brand health and satisfaction tracking usin...Datagame
This (abridged) presentation was delivered at the Market Research Event in December 2014. It provides a few statistics about the reach of games in the current culture and compares traditional survey-based tactics for conducting brand health tracking studies with a more enjoyable game-based approach.
Gamification seems to be all the rage in customer engagement, but does it really work for utilities? Is getting customers to participate in and recommend energy-efficiency programs all fun and games? Could Candy Crush hold the key to behavior change?
Using (Free!) AppAnnie Data to Optimize Your Next Game | Eric SeufertJessica Tams
Delivered at Casual Connect USA 2016. In this talk, Eric will present a framework for using AppAnnie’s free data to conduct market research before a title goes into development. It will also walk through the different aspects that should be considered when beginning development, such as: theme, aesthetic, IP, and genre saturation. And finally, Eric will introduce a tool for using AppAnnie’s data to provide a quantitative measure of each of those aspects.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
Effective Testing of Free-to-Play Gamesemily_greer
Mobile games have become increasingly high-stakes over the last few years. Successful games make billions, but most games launch to failure, and few get a second chance from either platforms or players. Most developers test their games in various ways, from individual playtest sessions to geo-locked launches in Canada and Australia. But many games still launch with poor retention, monetization, tech problems, or some combination of the three. What's going wrong?
Kongregate has now put more than 20 games through test markets, learning valuable lessons along the way. This talk from GDC 2016 is a pragmatic guide to creating a test strategy, taking into account budget and schedule along with the benefits and pitfalls of various methods and the psychological traps that teams fall into as they evaluate results. The talk is illustrated by case studies and metrics from Kongregate's portfolio including AdVenture Capitalist, Spellstone, Raid Brigade and more.
Who plays mobile games? What do we know about mobile players?GameCamp
Who plays mobile gaming? Insights about mobile gamers and players. What gaming segments can we differentiate among mobile players and mobile payers? Who is paying in games and what is the motivation to pay or not to pay?
This research is conducted with the companies Blend, Sioux, ESPM and with the partnership of ACIGAMES (Industrial and Commercial Association for games in Brazil) on the gaming market in Mobile and Tablets for 2013 in Brazil
Similar to Survey and Sampling: Co-Branding Capabilities (20)
Many experts are calling the 2016 presidential the most important election of our lifetime. The future of the Supreme Court, the Affordable Care Act, foreign policy, the environment and inequality reform are a few important issues that will be directly impacted by the outcome of this election.
The upcoming election also sets the stage for history as only 9% of America chose Trump and Clinton as the nominees (*www.nytimes.com). Furthermore, a
Washington Post – ABC News poll shows that both Trump and Clinton are the most disliked candidates to make it to the top of a major party ticket in the past 10 presidential cycles (* www.fivethirtyeight.com)
Here at Peanut Labs, we wanted to see if the low favorability of both nominees would change the voting habits of Americans.
The 2016 Rio Summer Olympics are behind us. Peanut Labs conducted a survey of over 2000 consumers worldwide. Here are 5 consumer insights that you may or may not know about American viewers: http://bit.ly/pl-olympics-2016
Take the complexity out of research, not the science. Using dozens of customizable survey templates written by MRA-awarded researchers, get the insights you can trust. Try Samplify, our self-serve survey and sampling solution today.
From August 5th to 21st, the world will come together for the Summer Olympics 2016. An incredible spike in the sheer volume of big data is expected to be generated.
In Peanut Labs we value data. And we wanted to list some facts about the Olympics to this day.
At Peanut Labs, we take great pride in being an innovator in the market research industry. Our unique methodology and strategic relationships with over 400 website publishers, social media communities and global partners, bridges the gap between online consumers who want to share their opinions and market researchers who want to hear their opinions.
Our platform gives researchers on-demand access to millions of opted-in,
profiled and ready-to-survey respondents from 22 different countries. Peanut
Labs offers robust profiling and allows you to target consumers based on over
20 demographic, geographic and psychographic criteria*, as well as employing strict quality control measures to ensure the highest levels of data integrity. Using our extensive online reach and our proprietary tools, we have assisted thousands of brands, agencies and organizations to obtain the research data they require to generate consumer insights. Our clients come from a variety of industries including retail, electronics, finance, hospitality, and many more.
The Peanut Labs team is looking forward to show gaming publishers how we monetize users in an opt-in, fun and interactive way. Schedule a meeting with us to discuss ways we can help your game make additional revenue in 2016 by emailing publishers@peanutlabs.com.
At Peanut Labs, we take great pride in being an innovator in the market research industry. Our unique methodology and strategic relationships with over 400 website publishers, social media communities and global partners, bridges the gap between online consumers who want to share their opinions and market researchers who want to hear their opinions.
Our platform gives researchers on-demand access to millions of opted-in,
profiled and ready-to-survey respondents from 11 different countries with more to be added this year. Peanut Labs offers robust profiling and allows you to target consumers based on over 20 demographic, geographic and psychographic criteria*, as well as employing strict quality control measures to ensure the highest levels of data integrity. Using our extensive online reach and our proprietary tools, we have assisted thousands of brands, agencies and organizations to obtain the research data they require to generate consumer insights. Our clients come from a variety of industries including retail, electronics, finance, hospitality, and many more.
Digital Transformation and IT Strategy Toolkit and TemplatesAurelien Domont, MBA
This Digital Transformation and IT Strategy Toolkit was created by ex-McKinsey, Deloitte and BCG Management Consultants, after more than 5,000 hours of work. It is considered the world's best & most comprehensive Digital Transformation and IT Strategy Toolkit. It includes all the Frameworks, Best Practices & Templates required to successfully undertake the Digital Transformation of your organization and define a robust IT Strategy.
Editable Toolkit to help you reuse our content: 700 Powerpoint slides | 35 Excel sheets | 84 minutes of Video training
This PowerPoint presentation is only a small preview of our Toolkits. For more details, visit www.domontconsulting.com
B2B payments are rapidly changing. Find out the 5 key questions you need to be asking yourself to be sure you are mastering B2B payments today. Learn more at www.BlueSnap.com.
Enterprise Excellence is Inclusive Excellence.pdfKaiNexus
Enterprise excellence and inclusive excellence are closely linked, and real-world challenges have shown that both are essential to the success of any organization. To achieve enterprise excellence, organizations must focus on improving their operations and processes while creating an inclusive environment that engages everyone. In this interactive session, the facilitator will highlight commonly established business practices and how they limit our ability to engage everyone every day. More importantly, though, participants will likely gain increased awareness of what we can do differently to maximize enterprise excellence through deliberate inclusion.
What is Enterprise Excellence?
Enterprise Excellence is a holistic approach that's aimed at achieving world-class performance across all aspects of the organization.
What might I learn?
A way to engage all in creating Inclusive Excellence. Lessons from the US military and their parallels to the story of Harry Potter. How belt systems and CI teams can destroy inclusive practices. How leadership language invites people to the party. There are three things leaders can do to engage everyone every day: maximizing psychological safety to create environments where folks learn, contribute, and challenge the status quo.
Who might benefit? Anyone and everyone leading folks from the shop floor to top floor.
Dr. William Harvey is a seasoned Operations Leader with extensive experience in chemical processing, manufacturing, and operations management. At Michelman, he currently oversees multiple sites, leading teams in strategic planning and coaching/practicing continuous improvement. William is set to start his eighth year of teaching at the University of Cincinnati where he teaches marketing, finance, and management. William holds various certifications in change management, quality, leadership, operational excellence, team building, and DiSC, among others.
Putting the SPARK into Virtual Training.pptxCynthia Clay
This 60-minute webinar, sponsored by Adobe, was delivered for the Training Mag Network. It explored the five elements of SPARK: Storytelling, Purpose, Action, Relationships, and Kudos. Knowing how to tell a well-structured story is key to building long-term memory. Stating a clear purpose that doesn't take away from the discovery learning process is critical. Ensuring that people move from theory to practical application is imperative. Creating strong social learning is the key to commitment and engagement. Validating and affirming participants' comments is the way to create a positive learning environment.
[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
Sustainability has become an increasingly critical topic as the world recognizes the need to protect our planet and its resources for future generations. Sustainability means meeting our current needs without compromising the ability of future generations to meet theirs. It involves long-term planning and consideration of the consequences of our actions. The goal is to create strategies that ensure the long-term viability of People, Planet, and Profit.
Leading companies such as Nike, Toyota, and Siemens are prioritizing sustainable innovation in their business models, setting an example for others to follow. In this Sustainability training presentation, you will learn key concepts, principles, and practices of sustainability applicable across industries. This training aims to create awareness and educate employees, senior executives, consultants, and other key stakeholders, including investors, policymakers, and supply chain partners, on the importance and implementation of sustainability.
LEARNING OBJECTIVES
1. Develop a comprehensive understanding of the fundamental principles and concepts that form the foundation of sustainability within corporate environments.
2. Explore the sustainability implementation model, focusing on effective measures and reporting strategies to track and communicate sustainability efforts.
3. Identify and define best practices and critical success factors essential for achieving sustainability goals within organizations.
CONTENTS
1. Introduction and Key Concepts of Sustainability
2. Principles and Practices of Sustainability
3. Measures and Reporting in Sustainability
4. Sustainability Implementation & Best Practices
To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
Implicitly or explicitly all competing businesses employ a strategy to select a mix
of marketing resources. Formulating such competitive strategies fundamentally
involves recognizing relationships between elements of the marketing mix (e.g.,
price and product quality), as well as assessing competitive and market conditions
(i.e., industry structure in the language of economics).
An introduction to the cryptocurrency investment platform Binance Savings.Any kyc Account
Learn how to use Binance Savings to expand your bitcoin holdings. Discover how to maximize your earnings on one of the most reliable cryptocurrency exchange platforms, as well as how to earn interest on your cryptocurrency holdings and the various savings choices available.
In the Adani-Hindenburg case, what is SEBI investigating.pptxAdani case
Adani SEBI investigation revealed that the latter had sought information from five foreign jurisdictions concerning the holdings of the firm’s foreign portfolio investors (FPIs) in relation to the alleged violations of the MPS Regulations. Nevertheless, the economic interest of the twelve FPIs based in tax haven jurisdictions still needs to be determined. The Adani Group firms classed these FPIs as public shareholders. According to Hindenburg, FPIs were used to get around regulatory standards.
Discover the innovative and creative projects that highlight my journey throu...dylandmeas
Discover the innovative and creative projects that highlight my journey through Full Sail University. Below, you’ll find a collection of my work showcasing my skills and expertise in digital marketing, event planning, and media production.
3. Ensure the survey
incorporates a data quality
algorithm that doesn’t
penalize good faith
responders.
Avoid yes/no questions in
the screening phase so as
not to encourage
acquiescent and incentive-
motivated responses.
Use the ‘soft launch’ feature
to confirm questions and
answers are clear and all
encompassing.
+ Ensure the sample size is large enough to generate reliable results. Aim for at least 300 completes. This study used n=460 active gamers.
Begin with a research
objective that clearly points
to the desired target group.
4. Write a Clear Research
Objective
DO: Learn about
gaming opinions,
preferences, and
behaviours of the
average US adult in
order to create more
relevant marketing tie-
ins.
DO NOT: Do a gaming
survey
Select the Appropriate
Targeting Option in
Samplify
Select ‘Census Rep’
option to use the US
census defined
specifications for
gender, age, ethnicity,
region, and Hispanic
affiliation
5. Within a ‘check all that apply’ list,
incorporate 2 brands or products that
do not exist (web search to confirm).
•Responders who check BOTH fake
brands fail this test.
2 ‘Red Herring’ Questions 1 Grid Question 1 Open Ended Question
+ Insert or adjust several questions designed to identify and retain data from good faith responders.
Ensure half of the questions will be
answered positively and half
negatively.
•Responders who straightline this grid
fail this test.
Design it so that it requests a lot of
typing. E.g., “Please share 3 reasons
why you prefer this product.”
•Responders who type 10 or fewer
characters fail this test.
One failure is normal for good faith responders but data from people failing 2 or 4 of these tests should be deleted.
+ In this study, 6.8% of responders were participating in a distracted mode and so were removed from this analysis
6. The ‘Soft Launch option in Samplify allows you to adjust early on
any questions/answers that do not create good spread or are not
all-inculsive.
• Add a couple of hours to your timeline to validate your survey.
Generate at least 30 completes and examine the answers for
oddities. Which options are selected too often or not often
enough? Are responders complaining in the open-ends about
survey design?
• In this survey, the initial pricing question had too many low
dollar value options and not enough high dollar value options,
problems that were rectified in the final question
• After a review of the open ends, other questions were edited
to include additional game, website, and forum answer
options.
7. + To avoid acquiescent and incentive-motivated
responses to the screener question, provide a range
of popular and unpopular brands or activities for
responders to select from
DO:
DO NOT:
“Which of the following activities have you
participated in during the last 3 months?”
“Have you played computer games in the
last 3 months? Yes/No”
Responders cannot tell what is being ‘screened’ for and, as a
bonus, you can learn about secondary activities that your
target group participates in.
9. + If we know the psychographics of people attracted to each game, we can catch the attention of
other people with those same characteristics and encourage them to also purchase.
Which snacks should be shown in commercials with which games?
Which TV shows should incorporate which games?
Which celebrities should ensorse which games?
Which games should be sold together in combo packs?
Which games should be re-released in which retro gaming styles?
11. Celebrity Assassins Creed Call of Duty Diablo Grand Theft Auto Halo Legend of Zelda Pokemon Sims Super Mario Warcraft
Bieber 16% 22% 23% 27% 23% 21% 19% 21% 23% 20%
Damon 70% 67% 73% 65% 70% 68% 65% 69% 67% 72%
Diaz 63% 67% 63% 65% 67% 62% 64% 61% 61% 55%
Fallon 62% 58% 53% 59% 61% 66% 57% 59% 60% 63%
Feinstein 17% 15% 17% 13% 19% 15% 10% 17% 15% 16%
Garner 66% 64% 53% 62% 65% 63% 57% 60% 62% 62%
Kim K 20% 19% 15% 20% 24% 17% 19% 19% 18% 16%
Across 18 celebrities currently making media headlines, Matt Damon consistently generates the highest likeability scores and is therefore the main
contender for a celebrity endorsement. Cameron Diaz is also an endorsement possibility for Call of Duty and Halo.
Dianne Feinstein, Justin Bieber, and Kim Kardashian consistently generate low likeability scores by people who own these games and therefore should
not be considered as endorsement possibilities.
*Values represent the percentage of responses that were “Very” or “Somewhat” likeable on a 5 point scale, among people who own a specific game. “How likeable or unlikeable do you think each
of these people are?
13. TV Shows
Assassins
Creed
Battlefield Grand Theft Auto Halo
Kinect
Adventures
Legend of Zelda Minecraft Starcraft Warcraft
Breaking Bad 74% 74% 65% 70% 64% 61% 59% 61% 64%
Big Bang Theory 77% 77% 67% 75% 75% 72% 68% 65% 76%
Under the Dome 49% 48% 49% 55% 51% 39% 42% 41% 45%
Greys Anatomy 42% 51% 49% 52% 49% 43% 46% 32% 43%
MythBusters 71% 69% 67% 74% 76% 74% 72% 73% 67%
NCIS 75% 75% 73% 74% 62% 67% 68% 69% 74%
Across 11 television currently making media headlines, Big Bang Theory consistently generates high scores from game owners. It is therefore the main
contender for product placement. NCIS, and Mythbusters also generate good product placement potential.
However, Grey’s Anatomy, and Under the Dome consistently generate low scores by game owners and therefore should not be considered as product
placement possibilities.
*Values represent the percentage of responses that were “Excellent” or “Good” on a 5 point scale, among people who own a specific game. “What is your opinion about each of the following
television shows?”
15. Across all game-owners, salty snacks were
most preferable. Owners of Starcraft were
most likely to choose salty snacks, owners of
Assassin’s Creed were more likely to choose
sweet snacks, and owners of Sims, Kinect
Adventures, and Starcraft were more likely to
choose healthy snacks.
Co-branding or co-packaging opportunities
should focus on pairing salty snacks with
games, though some considerations for sweet
snacks would be appropriate for Assassin’s
Creed.
*Values represent the percentage of game owners who choose each snack. “While you’re playing video games, what kinds of food do you snack on?”
17. Correlations Animal Crossing Assassin’s Creed Battlefield Call of Duty Diablo Grand Theft Auto Legend of Zelda Minecraft Pokemon Starcraft
Call of Duty 0.09 0.41 0.25
Diablo 0.25 0.22 0.12 0.10
Grand Theft Auto 0.07 0.35 0.37 0.39 0.24
Halo 0.12 0.49 0.32 0.35 0.21 0.35
Kinect Adventures 0.24 0.22 0.29 0.06 0.21 0.12
Legend of Zelda 0.27 0.36 0.16 0.15 0.20 0.18
Pokemon 0.37 0.20 0.24 0.05 0.13 0.10 0.39 0.31
Starcraft 0.49 0.11 0.22 0.05 0.39 0.07 0.21 0.24 0.30
SuperMario 0.16 0.33 0.21 0.22 0.19 0.26 0.39 0.31 0.35 0.07
Warcraft 0.20 0.42 0.24 0.25 0.24 0.18 0.30 0.44 0.26 0.33
Animal Crossing 0.11 0.22 0.09 0.25 0.07 0.27 0.18 0.37
Players of Assassin’s Creed are also likely to play Halo, Legend of Zelda, and Warcraft. These represent obvious game bundling opportunities.
Less obvious combinations that offer opportunities for reduced-price game bundling include Animal Crossing+Starcraft, and Legend of Zelda+Pokemon.
*Values represent the percentage of responses that were “Excellent” or “Good” on a 5 point scale, among people who own a specific game. “What is your opinion about each of the following
television shows?”
19. Starcraft and Animal Crossing owners are more likely to own an Atari system suggesting that creating those games in the style of the Atari system may be
appealing to them.
Call of Duty owners are less likely to have outdated gaming systems and so represent less of an opportunity in the retro-gaming area.
*Values represent correlations between games recently played. “Which of the following video/computer games do you own?” “Which of the following gaming systems do you own?”
21. Data quality algorithm eliminated 6.8%
of low-attention records
Screening question styled as “check all
that apply” from multiple categories
held acquiescent and incentive-
motivated responses low.
‘Soft launch’ allowed us to ensure
questions and answers were clear and
all encompassing
22. RESEARCH RESULTS
+ Matt Damon and Cameron Diaz are highly rated by
gamers and are therefore possible game endorsers
+ Big Bang Theory, Mythbusters, and NCIS are highly rated by gamers and
therefore represent opportunities for product placement
+ Salty snacks are preferred by gamers and are the preferred
food to be featured
+ Animal Crossing+Starcraft, and Legend of Zelda+Pokemon are co-owned
surprisingly frequently and could be a successful bundled combination
+ Starcraft could be successful as an Atari retro release
23. 460 US Census
representative
adults who have
played a
video/computer
game in the last
week.
Randomly
Selected from the
Peanut Labs online
research panel.
Margin of erorr for
a probablity
sample of n=460 is
4.6 points.