We are also able to offer a variety of Topic Reports on current Industry Issues. These can be purchase singly or with a 15% discount for multiple purchases. Topics vary each year depending on what is of interest within the developer and publisher community.

Unless otherwise stated the data is based on a representative sample of all gamers spending on games in the last 12 months.

  • The Acceptability and Impact of Purchase Models (2018)
  • Multiplayer v Single Player gaming (2018)
  • Older Gamers (2018)
  • New Media: You Tube and Website use (2018)
  • Innovation: esports and VR (2018)
  • How gamers spend their leisure time (2017)
  • Gamer Segments - marketing targets for games (2017)
  • Awareness Rating and Influence of Publishers (2017)
  • Where have all the game buyers gone? Attitudes to big game purchases. (2017)

What You Get:

  • Power Point Insight Report to help you to interpret the information provided
  • Interactive Tableau data report delivering all the data in an easily examined format
Qualitative Reports
  • Qualitative Report on eSports (2016)

  • Brand Maintenance Report (2017)

  • Kids and the Screens they Use (2017)

  • Competitive Gaming (2018)

The Acceptability and Impact of Purchase Models

Players' awareness and experience of different systems. The perceived appropriateness for different kinds of games. The appeal of different game models and what they are worth.

Multi-Player Gaming

A report evaluating just how prevalent multi-play gaming is, the forms it takes and how do gamers engage. Who does it and what proportion of game time does it command?

Older Gamers
(Sample: Gamers over 35)

A report on the characteristics, behaviour and interests of gamers over 35 years of age: 46% of all Players, 30% of all Spenders

New Media
  • You Tubers
  • Most watched
  • Reasons for Watching
  • Impact of watching
  • Websites
  • Most watched
  • Reasons for Watching
  • Impact of watching
VR & eSports
  • VR
  • Awareness of systems
  • Owned and interest in owning
  • Time spent in VR
  • Enjoyment of VR
  • Drivers of Purchase
  • eSports
  • Attendance and watching
  • Which titles
  • Hours of interaction
  • Other connections
  • Team awareness, identification and support
How gamers spend their leisure time

Insight into how gamers spend their leisure time and budget, what they do and what they spend, how do the various gamer segments differ in their choice of entertainment, what attracts gamers away from gaming, perceived value for money across leisure pursuits.

Gamer Segments
marketing targets for games

How is it best to target specific groups of gamers - GameVision uses Gamer commitment (spend and hours of play) to target specific groups of gamers

Awareness Rating and Influence of Publishers

Awareness and perceptions of top publishers and their impact on game purchase

Where have all the game buyers gone?
Attitudes to big game purchases.

What are the causes in gamer's behaviour and perceptions that have resulted in the purchase of fewer large games - what encourages purchase

Want to talk about:

Any of our products:
Speak to Iain Gibson
01483 510 310
iain.gibson@arkenford.co.uk
Ad hoc qualitative research:
Speak to Sean Dromgoole
020 8400 6248
sean@someresearch.co.uk
Ad hoc quantitative research:
Speak to Ben Moxon
01483 510 310
ben.moxon@arkenford.co.uk