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DEMOGRAPHICS
Gender
Age
Education*
Income
Work situation
Home situation
Hobbies and general interests
Sports actively watched/followed
Frequency of participating in sports
MOBILE
The variables below can be used to analyze the mobile
consumers per country. All the mobile variables are
shown below:
Predominantly use mobile for various activities (e.g.
reading, listening to music, watching online
TV/video, social networks, online shopping)
Mobile phone brand
Mobile network operator*
App stores used
Active use of tablets per brand (e.g. iPad (Mini/Air),
Kindle (Fire), Galaxy Tab, Microsoft Surface, Nvidia
Shield Tab)
Chat apps used to play games in*
Mobile device used to play (e.g. tablet, smartphone,
iPod)
Source of mobile games played (e.g. pre-installed,
browser, downloaded/app store games)
Favorite genres mobile games
Mobile franchises (e.g. Candy Crush Saga, Clash of
Clans, Hay Day, Game of War, Vainglory)
VIRTUAL REALITY (VR)
Platform used to experience virtual reality (VR)
MEDIA, RETAIL & TECHNOLOGY
Time spent on various activities (e.g. reading,
listening to music, watching (online) TV/video, social
networks, online shopping)
Social (mobile) networks and chat apps used*
TV channels watched*
Online shopping websites used (Amazon, Asos,
Ebay, AliExpress/Taobao, Walmart)
Digital media subscriptions (Xbox Live Gold,
PlayStation Plus, Steam Subscription Plan, Spotify,
Netflix, HBO, Google Play Music, Individual Twitch
channel/Twitch Turbo, Amazon Prime streaming
services, Apple Music)
Brand attitude (Pepsi, AMD, Intel, Apple, Samsung,
Amazon, Coca Cola, Red Bull, Windows, Monster,
Sprite, Adidas, Nike)
CONSUMER INSIGHTS MOBILE
2017 TOPIC LIST
Sander Bosman | VP Research [email protected] © Newzoo 2017
PAYMENT BEHAVIOR
General (online) shopping & payment preferences
Paying players per market segment
Money spent mobile segment
GAME BEHAVIOR
Total number of (non-)gamers
Players per market segment
Play frequency mobile segment
Time spent playing mobile segment
Money spent on gaming hardware
Ownership of gaming peripherals & brand ownership
Source to discover new games
Most important aspects when searching for a video
game
Mobile devices: smartphones and tablets
Competitive gaming behavior
Gaming video content (watch, live-stream, record)
on various platforms (e.g. Twitch, Youtube)
Type of game content watched (e.g. let’s plays,
gaming reviews, tips and tricks)
Gamers segmentation - Casual, Midcore, Core
Esports awareness
Frequency & time spent watching esports
Esports games regularly watched (e.g. CS:GO, FIFA,
LoL, Dota 2, Vainglory)
* Country specific topics.
Countries available (28):
US, Canada, Germany, France, Netherlands, UK,
Belgium, Spain, Italy, Poland, Sweden, Russia, Turkey,
Japan, South Korea, China, Taiwan, Argentina, Brazil,
Mexico, Australia, Indonesia, Philippines, Vietnam,
Singapore, Thailand, Malaysia, India
UNITED STATES
UNITED
KINGDOM
SPAIN
BRAZIL
GERMANY FRANCE NETHERLANDS BELGIUM SOUTH KOREA INDONESIA
CANADA SINGAPORE MEXCIO RUSSIA CHINA AUSTRALIA
ITALY SWEDEN TURKEY POLAND JAPAN ARGENTINA
MALAYSIA PHILIPPINES VIETNAM THAILAND TAIWAN INDIA