Global School Of Management Science

(NBCC Plaza), Pushp Vihar, Sector-5, Saket New Delhi-110017

Factors for Influencing Social Gaming in India
Internship Report
Internship Report submitted as a partial requirement for the award of the two year Master of Business Administration (IIP) Industry Integrated Programme MBA 2010-12 Name: KARAN GAMBHIR Guwahati University Roll Number: 10-01-0159

PlayUp India (Revo Content Services Private Limited) 3rd Floor, MPD Towers DLF Golf Course Road DLF City Phase – V, Gurgaon Internship Supervisor
Name: Mr. Imran Khan

Start Date for Internship: 18th April 2011 End Date for Internship: 10th June 2011

1. Introduction 2. Industry Profile 3. Company Profile 4. Scope of Work 5. Research Methodology 6. Data Interpretation and Analysis 7. Observation and Findings 8. Limitation and Recommendations 9. Bibliography 10. Annexure

1.1 Introduction
The concept of „Social Gaming‟ is growing at a fascinating pace. The technology is now growing like a web of a spider spreading itself in all dimensions. Today, the connectivity of internet is not just restricted to the so called „metropolitans‟ rather it is available in the remote areas as well. The dependency on the internet has increased drastically. The total number of the internet users in the world is now more than 10 billion whereas in India it is about 88 million (emerging at 6.9% penetration rate) and will grow at double the speed within few years as expected by various experts.The usage of Internet provides various applications used in business , chatting , mailing , education etc. The internet usage also facilitates online social gaming as an important source of Entertainment hitting the younger segment. The social games present on the social networking sites like Twitter, Facebook, My Space, etc. have earned huge revenues in the short span of about three years. The company‟s like Zynga have worth assets of 10 billion which also talks about it and bigger world which is to be formed out of it. The various new and old firms are now making moves proving their in this form of entertaintment. In talking about the Indian context the social gaming has earned great credits to it. Presently, the total number of users accessing Facebook has 600 million users, and twitter has more than 175 million users. Around 66 million people played games on Facebook and 20 million people spent 17 billion hours on social gaming in 2010. There are various kinds of online games available depending upon the taste and preferences of different individuals from adventure gaming to simulations and from puzzles to fighting games. There are variety available and also a blend of music, background score and visuals make it pleasant for the long span entertainment. In the sports social gaming landscape, EA has developed Madden NFL Superstars, which boasts over a million monthly active users, and FIFA Superstars, has 3.8 million users are amongst the top. Social Mobile gaming has grown tremendously, with huge fan following for it. The present market for mobile gaming is projected to reach $ 11.4 billion in 2014 from $ 4.5 billion in 2010. Social gaming is theme that is more echoed in the age bracket of 18-34 years. The teens being more addicted to sports play a crucial role for helping social games to breathe. This is the segment, which loves experimenting with new technologies. The use of Smartphone applications are mostly accessed by this segment making them dependent on it.

1.2 Introduction of the topic
The purpose of this training was to have practical experience of working within the organization, in the field of marketing and to have exposure to the important management practices in field of marketing which will help to work in organization in future. While writing this report the language has been kept simple and the entire discussion has been logical and has coherent outlines. The main motto of the project work was Market Research to understand the likings of the Indians for the social gaming. It includes through Market Research the various attributes of online gaming that engages the user to provide entertainment. The analysis was made on the basis of the questionnaire keeping consideration to understand the individual behavior for online gaming and live sports, by surveying number of consumers. The project report focuses on various factors of Social Gaming keeping in consideration to the Indian perspective.

1.3 Importance of the Topic
The project report is all about market research to identify the various factors for influencing the Indians for social gaming. The survey includes both online and offline forms. In the case of Online the various social networking sites like Facebook, Orkut, Twitter etc and Press Release sites where used to fetch responses from the users from a questionnaire. Market research for Social gaming will help the organization PlayUp India to make decisions in launching new products of social gaming as well as to make any changes in the old products keeping in consideration to the Indian taste and preferences.

Industry Analysis

2.1 Introduction
Social gaming is a relatively new phenomenon in India and is a concept which involves users to play online games. Social gaming has gained popularity because of the enhanced social interaction that it brings along, which is lacking in a standalone game like Solitaire. Social gaming has enhanced its audience because most of the games these days try to replicate day to day issues and bring together Indian audiences by blending local nuances into the gaming environments. The results and rewards are real time and therefore, the concept of gaming is continuously evolving.

2.2 About Social Gaming
The Idea of Social Gaming evolved with the Emergence of Social networking sites that enabled its users to pass their time and interact with people without getting bored on it. The first recognizable Social Network site was launched in 1997. allowed users to create profiles, list their Friends and, beginning in 1998, surf the Friends lists. Each of these features existed in some form before SixDegrees, of course. Profiles existed on most major dating sites and many community sites. AIM and ICQ buddy lists supported lists of Friends, although those Friends were not visible to others. allowed people to affiliate with their high school or college and surf the network for others who were also affiliated, but users could not create profiles or list Friends until years later. SixDegrees was the first to combine these features. From 1997-2002 a series of social networking sites were launched on the above pattern which were not able to create any difference. The first social networking site to hit and make a splash was MySpace which was created in 2003. “It was launched after eUniverse employees with Friendster saw its potential and mimicked the more popular features of the social networking site. Myspace became the most popular social networking site in US 2006. The 100th million account was created on August 9 2006” ( Davies). This really set the tone for what was to come and set a launch pad for the other sites that followed. You could create a profile with a picture and you had an area that people could go on and leave you comments on. There were also games and music players you could add to customize it to you. The initial games on these social networking sites were free of cost and were for mere entertainment. MySpace was dramatically out done three years later by the now infamous Facebook. Facebook currently is the hottest social networking site in the world. People from all races, ages, countries, languages, and walks of life are connected through this one site. “Facebook was founded by Mark Zuckerberg, Facebook was designed as a social networking site for Harvard students. After spreading from Harvard through the university ranks and down into high school, Facebook was opened to the public in 2006” (“The Top Social”). You can create a profile, upload pictures, tag and share pictures, play games, create events for your friend to

join, become fans of businesses or celebrities and get their status updates, update you status, write or comment on someone‟s wall, Facebook chat with the instant messenger, add relationship and personal information, and much more. This is not limited to only personal profiles because most businesses and companies recognize how big of a market place Facebook is and create their own account for their businesses and people can add them. To attract business they will put deals on their profiles so you have to access their account to gain the deals and then are drawn into reading and learning more information about them. “Facebook has 550,000,000 estimated unique monthly visitors”. This is the site that laid foundation for the virtual money. The gaming company Zynga launched its first online social game in 2008 called Farmville along with other games like poker etc. the game Farmville became a huge hit within the next five months and was earning huge revenue for the company. Zynga is now reportedly valued at $19 billion, Zynga was planning to file paperwork for an initial public offering with the Securities and Exchange Commission at the end of june 2011.

2.3 Industry Size & Trends of growth
The Online Social gaming industry is huge and is vastly dependent on the social networking sites where these games are put in. Presently, there are more than 660 million users on facebook alone who play games on it.

Concept of Virtual Money
The Social Networking sites allows user to play the game for free. But the games are tailored in such a way that players wanting to upgrade his/her elements in the game will have to pay amount as less as 10 cents to $1. This has allowed every game to have a concept called virtual money which allows users to buy items in the game. But when you want more and more virtual money, then you would have to pay a little amount of real money, and this goes into game developer‟s revenue count. The virtual money has lots of importance in online games as the real money has in the real world – it ranks your status among other players in the network, it allows you to jump to next level and so on. As the games are played in social networks like Twitter, Facebook and MySpace, there is large audience witnessing game play of each person. This fuels energy and competition in the game and pushes the player to a state where paying a dollar would not matter much. The concept of less from many people is the essence of new business model. Technically, only 20 percent of the total users would be bringing revenue to the company but that amounts have a factor of around millions. The above model works under Micro-Transaction mechanism and uses completely new distribution method. It is also popularly known as Game-As-Service, similar to software as service.

This emerging concept has upset many veteran players in computer games. The president of Electronics Art, John Schappert had expressed that social gaming is a bubble which will soon burst in couple of years. But emerging new data has proven social gaming platform to have a market of $ 1 billion. Unlike, traditional retail distribution, online games are promoted by users playing the game in the network – the term we are looking is called „viral marketing‟. This brings us to understand that for a game to be popular in the social network it has to be really innovative and interesting enough to engage users in the game play. Presently, most games have an element of fun and time killers, like Farmville. Farmville is a game developed by a company named Zynga, present in Facebook. It comes in the category called MMO, Massive Multiplayer Online Gaming, where everyone is playing in a same space and can interact with one another. It is practically the first company to prove the potential of virtual goods in online platform. Currently there are 60 million users playing the game daily. Record shows that it has already collected around $320,000 and is projected to have hundreds of millions annually. Virtual money is not entirely a new concept; it‟s been employed in iTunes where you have to pay around $0.99 for each song rather than whole album. The whole business model works because there are huge variations in the type of consumers and their willingness to spend. By providing free to play, it is increasing its customer base and at the same time tapping into the opportunity of customers who are ready to pay that little extra cash. Free and open culture has become trademark of 21st century and gaming is one of those industries which are tapping into the culture. The new business model that we have talked about is the result of changing society and is not just a fad.

2.4 Competitive Analysis
PlayUp India works on the Platform of Live Sports where in the users makes the predictions about „whats going to happen next for a particular game‟. The Company has market monopoly for their products. Company is now trying to enter into the casual gaming in some time. The Competitive Analysis of the company cannot be made in the given circumstances.

2.5 Market Share
Since the Company has a Market monopoly in Real Time Gaming. So we can‟t talk about the market share of the organization.

Company Profile

3.1 Company Profile
PlayUP was founded in 2007 by Luke Bunbury and George Tomeski with the vision to offer fun, entertaining social gaming and interactive experiences over mobile to sports fans during live sports broadcast. Our pioneering mobile-based business model has already launched in India where one billion cricket fans now have the opportunity to challenge one another and put their cricket skill to the test. In Japan, PlayUP has kicked off against J-League. In the UK, we have EPL football covered. In the USA, we've started with NHL hockey. Our mobile platform and catalogue of games continues to roll out across sports globally. We the first business of its kind to create sports broadcast, social gaming and mobile interactivity on a global mass-market scale. We love sports and we are a business that understands the mobile generation. By pioneering vast new ground across the mobile, social gaming and sports broadcasting markets PlayUP is providing the world with a whole new field of opportunity to play on. Hundreds of millions of text messages are sent between sports fans during live sports. Whether it's a English Premier League football match, a NHL hockey game, American NFL football or the Indian IPL cricket series, communicating around sport is a social networking phenomena without a formal framework. PlayUP's mobile and web based social gaming allows sports fans to impulsively engage with the live sport they're watching and the fans watching the match. Sports fans can now compete in real time with millions of others for cash, points, ranking and bragging rights! By creating fun & quick social games around live sport, PlayUP adds a new & thrilling interactive dimension to watching a game. Games are currently available on your mobile (cell phone) & web in USA, UK, Japan & India for EPL, NHL and IPL. More sports are on the way.

PlayUp India
Living to the vision with which PlayUp was founded by Luke Bunbury and George Tomeski, we‟ve successfully redefined LIVE gaming segment in India. We offer sports fans a plethora of innovative mobile games in Web 2.0 format, and create the scope to commercialize the millions that tune into LIVE sport on a „per viewer‟ basis . The PlayUp business model taps the commercial power of the mobile on a scale that has the potential to transform the economic model in LIVE sports entertainment. We continue to forge unprecedented and exclusive relationships with sporting leagues and governing bodies for the application of its mobile games to the realm of LIVE sports broadcast. We enable them to make use of their deep knowledge of sports‚ favorite teams‚ players‚ statistics during the LIVE sports broadcast. At PlayUp‚ gaming enthusiasts can follow the action on field‚ engage and be rewarded also. Thus‚ we‟ve transformed their television-watching experience from „passive‟ to „engaged‟. The Company has products that run while the Live Sports takes place as well applications for the Smart Phones which can be downloaded for using the products offered by the organization All the given games only function during the Live Sports. These games are based on Cricket.

3.2 Products


: - An Individual has to predict

about the total runs that can be scored in the next over from the overs remaining in the game. If the prediction is right you own some credits for it. If the total credits made by you are topping the list of the predictions made by the other predictors then you win goddiies for it.

Procedure for Playing 6UP

Power up:

- In this User has to

identify the next power play session for a given team and make predictions about the total runs that will be scored by the team for that power play session. For making the right guesses the user is rewarded with the credits and at the end of the match is the total credits made by the user are in the topping the list then they win prizes for it.

Next Wicket:

- In this the user

has to identify the player who will be busted out from the game. For making the right guesses the user is rewarded with the credits and at the end of the match is the total credits made by the user are in the topping the list then they win prizes for it.

PlayUp Trivia:

- This product

checks for the knowledge of an Individual about the Cricket. A question can be from anything and everything related to a particular match or innings or related to a achievement of a Cricketer. For making the right guesses the user gets credits for it. This product is used by the user to obtain high credits and win prizes. The Company has also opened a Social Networking Site called access it interact in it share their feedback and outcome of the game. that is

entirely dedicated to the Cricket Fans. The Site operates during a live match and users can

Scope of Studies

4.1 Objective of the Study
Main Objective: - Examine the Factors that will influence the People of age 15-30 to go for social gaming.

Marketing Research Problem (MRP) Definition:
1. To understand the perception of an Indian for Social Gaming (Attitude and Preferences). With the present time the Social Gaming is widely acceptable in India and people are getting addicted to it. But, how far have social gaming has moved in the country is a question to work on. 2. To identify the factors for driving the Indian people for Social Gaming. The demand for Online games have increased at a rapid pace in a very small time period (about 3 years). So it is necessary to understand why social gaming is becoming so popular in the Indians. 3. How to motivate an Individual for social gaming. The penetration rate of Social gaming is still very low compared to the others countries of the world. The Social gaming is easy and provides entertainment worth to go for. To understand and also to motivate the individuals for playing online social games is important. Also to understand the kind of games that individuals like most often to play will help the organization to provide the entertainment as per the user demands.

Management Decision Problem (MDP) Definition:
4. How to augment the depth to which PlayUp can capture the market. Using the key results from the survey, the organization will be able to –  Fetch feedback of the users regarding their product.  Understanding the requirements of the Individuals in terms of kind of game they want to play.  Providing better form of Entertainment.  Formulating better strategies that can help for earning revenues as well as making strong bonds with the target customers.  Boosting up their Market Share.

4. Calculating Price – Patrons. How much people are willing to pay for gaming. To understand the price patrons that should be put on the particular products, so that the individuals are ready to pay for it. The profits they can make from the given product and creating strong bonds with the customers. 5. Identify the Pros and Cons of the Brand This was a fundamental objective of the whole research. Company wants to identify that where does the brand lack. In other words, what are the brands so that it can rectify them in order to establish the brand in the market? 6. Suggestions and recommendations The objective of the research was not only to find out the problem but also the identification of solutions or suggestions of the problems.

1. Reluctance of Indian patrons to disclose the where about of their gaming habits. 2. Time constraints (college, work, Job life etc) 3. Reluctance by respondents to disclose any personal or work related information. 4. Seasonal Effect (Summer Forces People to stay Indoors)


Research Methodology 5.1 Introduction
Research is an art of scientific investigation through search for new facts in any branch of knowledge. It is a moment from known to unknown.  Research always starts with a question or a problem.  Its purpose is to find answers to questions through the application of the scientific method.  It is a systematic and intensive study directed towards a more complete knowledge of the subject studied. As marketing does not address itself to basic or fundamental question, it does not qualify as basic research. On the contrary, it tackles problems, which seem to have immediate commercial potential. In view of the major consideration, marketing research should be regarded as applied research. We may also say that marketing research is of both types problem solving and problem oriented. Marketing research is as systematic and objectives study of the problems pertaining to the marketing of the goods and services. It may be emphasized that it is not restricted to any particular area of marketing, but is applied to all the phases and aspects.

5.2 Method of Data Collection
1) Data to be collected. Data includes facts and figures, which are required to be collected to achieve the objectives of the project i.e. is to identify the factors that influence Online Social Gaming. a) Primary Data The data that is being collected for the first time or to particularly fulfill the objectives of the project is known as primary data.

These types of data were,  Market Share of the Company  Market of Online Social Gaming  Responses of consumers obtained by both online and offline Survey.  Identifying pros and cons of the brand. The above primary data were collected through responses of consumer given through the questionnaires prepared for them.This questionnaire was posted on various social networking sites like Orkut, Facebook, Twitter and PR sites like etc. b) Secondary Data Secondary data are that type of data, which are already assembled and need not to collected from outside. These types of data were  Company Profile  Product Profile  Competitors Profile The aforesaid data were collected through Internet and companys WebSite.

2) Data Collection Method For given project, the primary data, which needed to collect for the first time, were much significant. This type of information gathered through Survey technique, which is the most popular and effective technique for correct data collection. The survey was completed with the use of questionnaires. - Questionnaire for consumer. 3) Sampling Sample is the small group taken under consideration from the total group. This small group represents the total group. In the project the market research, which was ask to be studied was

the Delhi NCR region market but as it was not possible to approach all the respondents customer of the given region, hence a sample was Selected which represents the whole city.

1. Target Group/Sample:  Teenagers, Young adults.  Working Professionals.  Middle to Upper class population. 2. Sampling Techniques (Data Collection) a) Focus Groups. b) Quantitative analysis (Primary Data) at Centers (New Delhi, Ghaziabad, Gurgaon, Noida)  Malls and shopping arcades.  Internet Cafes.  Workplaces where large number of young adults are employed.  Schools and Colleges.  Hot Spots, Mobile stores (for Mobile Gaming). c) Secondary Data. 3. Quantitative Sampling - Two forms of sampling will be implemented. Outdoor Sampling -The selection of the sampling units will be left primarily to the interviewer. Respondents will be selected because they happen to be in the right place at the right time. Use of students, members of social organizations in malls, gaming arcades, Schools and Colleges will be both beneficial and less time consuming. Judgmental Sampling: This method best suits the survey as a researcher can use his expertise to find out population interests, where test markets are best suited to launch a new product. This includes online surveys by putting up questionnaires and find inferences from those.

4. 5.

Sample Size – 200 (Projected) (Including Online and Offline) Sample Duration – May 15 to June 30

4) Data Evaluation The data so collected were not simply accepted because it contained unnecessary information and over or under emphasized facts. Therefore only relevant data were included in the report, which helped in achieving the objectives of the project.

Data Interpretations and Analysis

6.1 Data Results for the Offline Survey
Total Number of Respondents – 150 1. Do you play online social games?

Social Gaming
No, 8%

Yes No

Yes, 92%

2. Are you a part of any social gaming Community?

Social gaming Community

Yes, 22% Yes No No, 88%

3. Do you play online Social Games that require paying subscription?

People willing to go for paying subscription
Yes, 4%

Yes No No, 96%

4. What is your selection criterion for a game?

Social Competition 5


26 10 17 16

4 3 2 1

Time Duration 4 3 Genre 10 11 4 Following a Friend/On Recommendation


26 15 16 15








The above graph shows that people select the games on the basis of Genre Putting it as highest priority and the social competition at the lowest.

5. What genres of online games do you play often? Selection of Genre (On the basis of No of Respondents)











Adventure - Driving/Racing 0 20 40 60 80 100

102 120

On looking over the above statistics it is clear that games like Driving/Racing are mostly played by the gamers. But if we individually take into consideration to the Male and Females, then males prefer playing games that are fighting and adventures in nature while girls prefer games like puzzles.

6. How much time do you spend playing online games every week?

Time Spent on Social Gaming
4% 6%


0 - 6 Hours 6 - 12 hours 12 - 20 hours More than 20 hours 74%

7. What kind of games do you like to play?

Preference of Game
50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0% 46%

26% 14% 14%



From the above graph it is inferred that most of the users play games to help themselves for passing the Time.

Live Sports

8. Are you passionate about live Sports?

Liking for Live sports

No, 20%

Yes No Yes, 80%

9. Where do you like watching Live Sports?

7 At Home with Family/Friends 9 11 23 6 Big Screen 20 11 13 19 Alone at Home 8 18 In a Bar with Friends 6 0 5 10 15 20 25 11 15 10 13 4 3 2 1

Majority of People liked to watch live sports at home with their family and friends and Bar was not their preference of watching the match. 10. What engages more with the Live Sports?

Engagement in Live Sports
Seeing my predictions come right, 18% Commentry, 18% Commentry People Reactions Big Sixes and Great goals, 48% People Reactions, 16% Big Sixes and Great goals Seeing my predictions come right

11. What else you like doing while watching Live Sports?

Percentage Involvement
35% 30% 25% 20% 15% 10% 5% 0% 4% %tage Involvement 12% 32% 24% 14%

12. Do you like to predict what is going to happen during a Live Match?

Percentage of Predictions
No, 10%

Yes No Yes, 90%

13. Why do you like to share your Predictions?

Reasons for sharing the predictions
I don’t share my predictions, 4% Bragging rights/Badges, 14%

Rewards/Prizes , 18% The thrill of getting it right, 64%

Bragging rights/Badges Rewards/Prizes The thrill of getting it right I don’t share my predictions

14. What kind of predictions you make while watching Live Sports?

Kind of Predictions
50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0% 44% 30%

12% 6%


Kind of Predictions

On the Player busted The Man of No of Fastest Outcome of by Red or the Match Runs/Goals Fifty/Lap the Match Yellow scored by the completion by Card/Who Team a player goes next

Observations and Findings

8.1 Online Survey Results & Interpretations.
The Survey was put in Social Networking sites like Facebook , Twitter etc. and a few free Press Release Sites like, etc. The survey was started on 23rd of May 2011 and has still continued Total Number of Responses received till now is 32. Interpretations

Section -1 General Social Gaming

Playing Habit- Majority (72%) of people go for social gaming who are not willing to pay fee for it. Gaming Community - About 30% people are a part of social gaming community. Time Duration – Maximum number of respondents (73%) do not play more than 6 hours a week while two respondants loved to play for more than 20 hours. Selection Criteria – Most people go for Genre (Adventures/Racing bikes and cars) and they follow the friend recommendation while giving least importance to social competition. People give least preference to prediction (6%) and simulation (6%) games while selecting a genre for a game. Reasons for Playing - Mostly ,Users (55%) play games which help them passing their time and have challenging factor in it. Users(42%) also play games which there friends are playing.

Section -2 Live Sports

Passion for Live Sports - People(75%) are passionate for live sports. Place Selection for watching – People (40%) prefer to stay at home for watching live Sports while also go for sports cafe (30%). Engagement during live sports – People prefer calling Friends/Chats/SMS (35%) while watching live sports and go for social networking (22%). Prediction during a Match – 56% People like to share their predictions with friends and family while 22% go for online social media for rewards and prizes. 80% people like to predict what is going to happen for Experience (56%) while they are least bothered for badges and cash rewards.

8.2 Offline Survey Results and Interpretations.
The Survey was taken in Delhi, Noida, Ghaziabad and it continued for three days. I tried to cover most of the places where I can get most of my Target customers. Total Number of Responses - 150 Interpretations

Section -1 General Social Gaming

Playing Habit - Majority (92%) of people go for social gaming who are not willing to pay fee for it. Gaming Community - About 22% people are a part of social gaming community. Paying Habits – Only 4% people were willing to pay or have paid for the game they liked. Selection Criteria – Most people go for Genre (Adventures/Racing bikes and cars) or they follow the friend recommendation while giving least importance to social competition. People give least preference to simulation (6%) games while selecting a genre for a game. Time Duration – Maximum number of respondents (74%) do not play for more than 6 hours a week while eight respondents loved to play for more than 20 hours. Reasons for Playing - Mostly ,Users (46%) play games which help them passing their time and none was interested for the games that had prizes attached to it. Users (26%) also play games with their friends are playing.

Section -2 Live Sports

Passion for Live Sports - People(80%) are passionate for live sports. Place Selection for watching – People (40%) prefer to stay at home for watching live Sports while also go for sports cafe (30%). Engagement during live sports – People prefer calling Friends/Chats/SMS (32%) while watching live sports or go for playing mobile games (24%). Prediction during a Match – 64% People like to make their predictions for the thrill of getting it right while 18% look for rewards and prizes attached to it.

Limitations and Recommendations

9.1 Recommendations
1. Brand Image - The Company is not so popular among the Indians. While doing the survey many of the people where ready for playing prediction based games but they were not aware of the company and its Products. 2. Product Variation – The Company has put on four products that uses the enthusiasm of Cricket Fans. More number of cricket fans will be using the products if more versatility is provided to them. 3. Social Networking – Company should focus more on social networking and provide some free applications in the Facebook and Twitter site so that a proper brand image is developed this may help the organization for a longer run. 4. Diversification – Company can diversify itself by adding some casual online games this will help them in increasing the number of users. 5. Many girl respondents are willing to play prediction based gaming but they are unkown of PlayUp India. Thus company requires better advertising to get their willing customers. 6. Cash/ Rewards prizes can be made more attractive for Customer Delight. 7. 70% of the respondents love making predictions so the company has a better future.


10 Conclusions
After conducting market research for PlayUp India Company we came to know about the likings of social gaming in the Indians, their valuable suggestions, responses to the different questions. Most of the respondents have their Facebook account and are addicted to casual gaming .So if the company is looking forward to launch some casual games then there are good possibilities of the game to get hit. The country has huge fan following for cricket so the products of the company will prosper in coming years.

With this information I can conclude that there is lot of demand for the prediction based gaming model in India. People love to make predictions for the Live Matches. In terms of Online gaming the users are have higher likings for adventure based games compared to any other.


Books Magazines Website


Q1 - Do you play online social games? a) Yes b) No

Q2 – Are you a part of any social gaming community? a) yes b)no

Q3- Do you play online game that requires paying subscription? a) Yes b) No

Q4 - What is your selection criterion for a game? (Rank on scale of 1 to 4 from highest to lowest) Following a Friend /On Recommendation. Genre (Sports, Fighting etc.) Because of Time duration Social competition Q5 - What genres of online game do you play often? (Select all that apply) a) Adventure – Driving/Racing c) Strategies e) Simulations Q6 - How long do you spend playing online games in a week? a) 0-6 hours c) 12-20 hours Q7 - What are some of the features of a game that you like? ____________________________________________________________________________________ Q8 – What kind of games do you like to play? a) Whatever I can play with my friends/community b) Games that help me to pass my time c) Games that make me think d) Games that have great prizes attached to them e) Games that challenge me f) Others _________________________________________________________________________ b) 6-12 hours d) More than 20 hours b) Puzzles d) Fighting f) Others

Q9 - Are you passionate about live sports? a) Yes b) No

Q10 - Where do you like watching live sports? (Rank on scale 1 to 4 from highest to lowest) In Bar with Friends Alone at Home Big Screen At home with Family/Friends Q11 - What engages you more into live sports? a) Commentary c) Big sixes and great goals b) People reactions d) Seeing my predictions come right

Q12 - What else you like doing while watching live sports? a) Social networking c) Play mobile games e) None of these I just watch Q13- Do you like to predict what is going to happen during a live match? a) yes b) no b) Call friends/ SMS /chats d) Betting

Q14 - Why do you like to share your predictions? a) Bragging rights / Badges c) The Thrill of getting it right b) Rewards/ Prizes d) I don‟t share my predictions

15 – What kind of predictions you make while watching live sports? a) On the Outcome of a game b) Player busted by red or yellow card/Who goes Next d) No of Runs/Goals Scored by a Team

c) The Man of the Match e)

Fastest Fifty / Lap Completion by a Player

Suggestions / Feedback (It will be valuable for our Company) _______________________________________________________________________________________________ _______________________________________________________________________________________________ Thanks for giving your valuable time.

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