Subscription Service

GameVision Compass is based on a unique combination of face to face research and online research that ensures the most robust data set in the market place. Free from inaccuracies and bias it gives the truest view of the market generating a comprehensive view of gamer behaviour in 5 core European markets (and other markets by request).

Our subscription provides 12 month access to all our reports and content updated twice a year;
  • the size and value of the games market in Europe, (UK, France, Germany, Spain and Italy)
  • gamers attitudes and behaviour, and
  • the brand strength of 200 of the top games titles from all genre
  • trend data for all the above

and includes The Big Picture an analytical overview highlighting what your chief exec needs to know

You can access this data in a variety of ways through our client portal, including:
  1. Power Point Insight Reports to help you to interpret the information provided
  2. Interactive Excel system delivering all the data in an easily examined format
  3. Insight Windows covering a specific audience group e.g. French Gamers
  4. Brand Mapping; analysis of the gamer profile, market positioning and performance of all our tracked game brands
The Benefits
  • Tracks changes in the value and volume of the market place
  • Identifies who is buying games and why
  • Understands changes in how gamers are spending their time
  • Knows what the future potential is for VR and what kind of gamer is likely to buy
  • Understands who is using each games platform, consoles, mobile, PC and identifies development priorities

What you get with the Subscription Service

Core Elements

Games Brand Tracking
Games Brand Tracking (6 monthly)

(Sample: All gamers spending money on games)

  • Unprompted 'Hot lists'
  • Awareness and Play of 200 tracked titles
  • Versions
  • How obtained - pre-orders
  • How long played
  • How played single/multi/online/in room
  • System Used
  • DLC bought
  • Rating of the game
  • Competitor titles
  • Perceptions of the game
  • Features liked
  • Motivations for play
Gamer Behaviour
Gamer Behaviour (6 monthly)

(Sample: all gamers spending money on games)

  • hours of play
  • by system
  • by types of game play (multiplayer/ single player)
  • by market segment
New Media
New Media: (6 monthly)

(Sample: All gamers spending money on games)

  • YouTubers
    • Most watched
    • Reasons for Watching
    • Impact of watching
  • Websites
    • Most watched
    • Reasons for Watching
    • Impact of watching
VR
VR (annual)

(Sample: All gamers spending money on games)

  • Awareness of systems
  • Owned and interest in owning
  • Time spent in VR
  • Enjoyment of VR
  • Drivers of Purchase
eSports
eSports (annual)

(Sample: All gamers spending money on games)

  • Attendance and watching
  • Which titles
  • Hours of interaction
  • Other connections
  • Team awareness, identification and support
Demographics and Profiling
Demographics and Profiling (6 monthly)

(Sample: European Population aged 6+)

  • Gender and Age
  • Nationality
  • Income and education
  • Systems Played
  • Systems Spent on
  • Gamer Commitment (hours and spend)
  • Information Group (Opinion Leaders - Followers)
Spend
Spend (6 monthly)

(Sample: European Population aged 6+)

  • total spend digital and physical
  • on which systems
  • via which channels/types of spend
  • including subscription spend, and
  • system purchase intentions
  • by socio-demographics and gamer profiles

2018 Topic Reports (all included in the 2018 subscription)

Older Gamers
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
Multi-Player Gaming
Multi-Player Gaming

(Sample: All gamers spending money on games)

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?
Purchase Models
The Acceptability and Impact of Purchase Models

(Sample: All gamers spending money on games)

  • 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.

Price

TBC for 2019

Contact Sean Dromgoole about this product:

sean@someresearch.co.uk
020 8400 6248

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