SURVEY
RESULTS
JUL 2019 // PREPARED BY SUMMER PR LAB
QUESTIONS
80%
of respondents were between the
received by either social media
platforms, word of mouth and/or by
searching the internet. In fact,
social media received 113 clicks,
ages of 14-24
word of mouth received 90 and
internet searches received 61 clicks.
MEDIA PROSPECTS
Survey reported that best practices for event dissemination are word of mouth,
internet searches and social media advertisements.
125
100
75
50
25
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SCHOOL
PARTICIPATION
05 SCHOOL EVENTS
Majority of those that responded
answered that they sometimes, rarely to
never go to school events. Both
sometimes and rarely received 38 clicks
and never received 27.
TIME SPENT
06
67 of the respondents wrote that
when they do go to events, they'll
spend up to two hours at the venue.
Other responses did not stand out/
were stagnant.
DO YOU PLAY?
07 Answers for this question were
polarized.and varied. Although 37
responses concluded that our survey
audience does not play video games,, 25
respondents wrote they play 1-2 hours
a week while 29 respondents wrote they
play 6+ hours.
CASUAL OR AVID?
08
This audience response ranges. 51
people chose "casual' gamer, 31 chose
"avid" gamer and 43 wrote that they
were not into gaming. From this we've
learned that our target audience is the
casual gamer.
09 WHAT'S YOUR
PLATFORM?
Most people in the survey audience
chose their mobile device as their main
source of gaming, others included
Playstation consoles and PC games.
RESULTS
Pinterest
1.8% Facebook
16.1%
Youtube
19.7%
LinkedIn
5%
Instagram
24.2%
Snapchat
15.8%
Twitter
17.4%
ASTEROIDS
GALAGA
POKÉMON BACKYARD BASEBALL
PACMAN
MARIOKART TETRIS
FROGGER
CRASH BANDICOOT
LEGEND OF ZELDA
SPYRO THE DRAGON
PAGE 2
QUESTIONS 14-18
Participants were asked what type of
gaming they would participate in so that 75
we can test the type of terminology we'd
use for this type of specific event. Choices
included:
50
" Competitive Gaming Event "
" A Gaming Tournament"
" A Recreational Gaming Event "
25
e
en
When asked what prize would be
in
am
m
lG
ga
na
na
ur
preferable to win at a recreational
e
iv
To
io
tit
at
pe
re
in
gaming event, 107/125 respondents
om
ec
am
R
C
A
agreed that a cash prize would be the
most desirable. However, upon
further research the PR lab
discovered that it is illegal to hand
out cash prizes in Arizona, therefore
looked to other options. One being an
all paid trip or just free tickets to a
convention like Comicon - or a trip to
Other
Las Vegas, Nevada. 5.6%
Competitive recreational gamers
10.4%
As for ESPORTS, majority of the
participants agreed that when they Online leaderboard games
4%
think of the term "E-sports",
competitive gaming comes to mind
CONCLUSION
Antstream has some obstacles ahead. however, the streaming service has a
decent chance in infiltrating the casual gaming community on the university
level. First and foremost, younger casual gamers are more intrigued by the
streaming service. Although the demographic is at second best to those in the
original targeted audience of people 30-45 years of age, it can gain traction
on campus if its affordable and easy to navigate. Word-of-mouth and a
grassroots avenue of advertising may be the best way to go in terms of
creating awareness for the brand. If the team plans to host an event, it needs
to be creative in how it advertises as most students do not attend school
affiliated events, while those that do attend go for less than three hours on
average. Lastly, we learned that cash prizes are illegal to hand out in Arizona -
but using a gaming console or a trip is a better alternative. We may need to
explore widening our targeted demographic or creating a student discount
and incentivizing our campaign strategy. In that news: let's find our casual
gamers!