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ARIZONA STATE UNIVERSITY

SURVEY
RESULTS
JUL 2019 // PREPARED BY SUMMER PR LAB
QUESTIONS

Q1 Are you a current college student?


Q2 What is your age?
Q3 What is your gender?
Q4 Where do you usually get information for events that you
attend or consider attending?
Q5 How often do you attend school-affiliated events like
homecoming, welcome week, etc?
Q6 How much time do you usually spend at these events?
Q7 How many hours per week do you spend playing video on your
mobile device or other platforms that host games?
Q8 Do you consider yourself an avid or casual gamer?
Q9 What platform do you typically play video games on?
Q10 How interested would you be in playing retro/old-school
games on gaming platforms like xbox, playstation and other
devices?
Q11 In a typical month, which of the following social networking
websites do you use most often?
Q12 Do you typically engage with advertisements on the platforms
you chose above? If so, which ones?
Q13 What old-school retro game resonates with you the most?
Q14 Which would you rather participate in?
Q15 What prize would you prefer to win at a recreational
competitive gaming event?
Q16 What do you think of when you seethe word esports?
Q17 Why wouldn't you subscribe to a game-streaming  service?
Q18 How much do you spend on gaming per year?
SURVEY
SUMMARIES
62%
of respondents were college
students; 48% reported they were
not at university level
Although 62% of the 125 people who took the survey
answered yes, that they are currently enrolled in
higher education, a large majority of the respondents
answered that they're between the ages of 18-24. The
second age demographic that answered the survey
admitted to being 25-34 years of age. Generally,
respondents are close to our target demographic.
Over half (57%) of the respondents were male, 41%
female and 2% describe themselves as 'other'.

Majority of the people that


responded to the survey wrote that
most of their information is

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

WHAT DO YOU USE THE MOST?


Out of the 125 respondents, majority stated that they use Instagram, Twitter and Facebook as their main sources of
social media, however, 47% of the audience wrote that they do not engage with advertisements on social media.
However, 40% of respondents said that when they do engage with advertisements, its typically from instagram and
another 20% said facebook.

Pinterest
1.8% Facebook
16.1%
Youtube
19.7%

LinkedIn
5%

Instagram
24.2%

Snapchat
15.8%

Twitter
17.4%

CONCLUSION: QUESTIONS 1-11


For the first half of the survey, we've gathered that out However, many do not normally participate in school events
of the 125 respondents to the survey majority still and those that do spend no more than two hours at these
describe themselves as current college students, over events. Mobile devices and play station consoles are among
3/4ths of survey takers were in the target demographic the most popular modes of gaming in the group and
between 18-34. Most consider themselves 'Casual occasionally they'll play on mac or PC. When asked how
Gamers' playing anywhere between 2 hours a week to interested they'd be in retro games, majority of the
6+ hours. respondents wrote that they'd be somewhat interested to not
at all.
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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

Majority chose that "RECREATIONAL"


was good terminology to use for an event
that appeals to casual gaming.
0

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When asked what prize would be
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preferable to win at a recreational
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gaming event, 107/125 respondents
om

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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

When asked "what are some reasons


Sports-related games
you would not subscribe to a monthly 19.2%
Competitive gaming
60.8%
game-streaming service?" 57 of the
respondents answered pricing while
another 43 said lack of interest in
retro games. 
There were 8 respondents that chose
"other". Answers ranged from latency
to lack of personal time and some
even wrote "all of the above"
Lastly, the survey asked how much participants
spend on gaming per year in app stores, xbox,
playstation or the like as a total amount. Answers
ranged from $0 to $2,000. The average of all
answers was $142.69 Those that selected that
they spend over $200 a year in games considered
themselves to be avid gamers. Most of the 'avid
gamers' demographic wrote that they've
interacted with ads from YouTube and Instagram.
In addition, they also selected that they'd be
extremely interested in learning more about the
retro-gaming service.

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!

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