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Gamer Panel

Case Study

Usage & Attitudes - mobile gaming (2021)

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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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