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Gamer Panel
Case Study
Usage & Attitudes - mobile gaming (2021)

Objective
Earn quantifiable usage and attitudes data towards mobile gaming to test and tune network strategy.
Solution
500 active gamers (play video games more than once a week) in twenty countries.
The results spotted the trend that followed (the increase in mobile usage for gaming, see slides below).
Cost
Cost per respondent (average) £4.87
Programming, project management, recursive translations, delivery £3.07 per respondent.

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