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Video games market

research project
Introduction

Video game creators are always interested in knowing what matters


most in a video game for players, in order to create more attractive
video games.

To help with this problem, I will carry out a research among the gaming
community to find out what aspects of video games seem most
important to them, as well as evaluate if the time spent playing is the
same for people who play on computers or for those who play on
consoles and finally I will check if there is any correlation between the
number of years a person has been playing video games and the
number of hours they play during a week.
Hypotheses

• Hypothesis 1: Not all the aspects of a video game are


equally important to gamers.
Things I need to measure: Rate on a scale from 1 to 10 the
importance of each aspect of a video game.
Hypotheses

• Hypothesis 2: The time spend playing video games for


people who play on computers is different that the time
spend playing video games for people who play on
consoles.
Things I need to measure: The time a person plays video
games during a week and the gaming device they principally
use to play.
Hypotheses

• Hypothesis 3: The number of years a person has been


playing video games is correlated with the number of
hours he or she plays during a week.
Things I need to measure: The age of the person, the age he
or she had when started play video games (to calculate the
number of years the person has been playing), and the
number of hours he or she plays during a week.
Data Collection
• Data collection instrument: A survey with 5
questions, the fifth question with 4 items to answer.
Question to answer
Hypothesis 3
Question to answer
Hypothesis 2

Question to answer
Hypothesis 1
Data Collection
• How the data was collected: Since the objective
population of this research is people who play video
games, the application of the survey was made through
platforms commonly used by gamers: Twitch, Discord and
Reddit gaming. Among all the questionnaires received, the
sample was randomly chose by random sampling method.
Results

Descriptive statistics:
 Sample size (n)=30
 The minimum age for the subjects was 18 years old.
 The average number of hours playing video games
during a week was 31.8 hours.
 The preferable gaming
device was console. 43% PC
57% Console
Results

Descriptive statistics:
Regarding the important aspects to consider when
playing video games, we have the following average
scores:

GameplayStory Graphics Price


7.9 6.77 5.7 7.37
Results
Hypotheses test:
 Hypothesis 1: Not all the aspects of a video game are equally important to
gamers.

Using the notation:


1= Gameplay, 2=Story, 3=Graphics, 4=Price
H0:µ1=µ2=µ3=µ4 vs H1: The means are not all equal
Using α=0,05, the ANOVA results gives:
F=5.003, Sig=0.0027
Since 0.0027<0.05, reject H0, we have evidence to conclude that the means
are not all equal, i.e., to gamers not all aspects of a video game are equally
important.
Results
Hypotheses test:
 Hypothesis 2: The time spend playing video games for people who play
on computers is different that the time spend playing video games for
people who play on consoles.

Using the notation:


1= Computer, 2=Console
H0:µ1=µ2 vs H1: µ1≠µ2
Using α=0,05, the Two-sample T-test results gives:
T=-0.30, Sig=0.765
Since 0.765>0.05, fail to reject H0, we don’t have enough evidence to
conclude that the time spend playing video games for people who play on
computers and for people who play on consoles is different.
Results
Hypotheses test:
 Hypothesis 3: The number of years a person has been playing video
games is correlated with the number of hours he or she plays during a
week.
Using the notation:
β1=slope of the regression model with x as the number of years a person has been
playing video games and y as the number of hours a person plays during a week .
H0: β1 =0 vs H1: β1 ≠0
Using α=0,05, the F-test from the ANOVA gives:
F=0.266, Sig=0.6098
Since 0.6098>0.05, fail to reject H0, we don’t have enough evidence to
conclude that β1 is different of zero, i.e., there is no significant correlation
between the number of years a person has been playing video games and
the number of hours a person plays during a week.
Conclusions
• Limitations:
 The gender variable was not included because
is possible that a gap exists between female
and male gamers and that was not between the
scope if this research, this is why the sample
was studied without having this variable on
consideration.
 More gaming devices exists beyond computer
and consoles (like tablets and smartphones),
however those were not included in order to
simplify the findings.
Conclusions
• Addressing the business problem:
We were able to give responses to everything we
specified on the description of the problem.

 Since we prove that not all aspects of video


game are equally important, Gameplay seems
to be the most important and Graphics the less
important, then video game companies should
pay special attention to the gameplay their video
games offer.
Conclusions
• Addressing the business problem:
We were able to give responses to everything we
specified on the description of the problem.

 Since the number of hours a week for people


who play on computers and for those who play
on consoles is not significant different, video
games companies should put the same effort to
launch video games on both gamming devices
per equal.
Conclusions
• Addressing the business problem:
We were able to give responses to everything we
specified on the description of the problem.

 It is not true that there is linear, whether direct or


inversely proportional relationship between the
number of years a person has been playing
video games and the number of hours they play
per week.

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