No matter where we are We can all connect
This game is a good hit!
モデルは星2つしか与えられません
저는이 그림을 좋아합니다
Die effekte sind schlecht
คุณสมบัติของอาวุธไม่สมเหตุสมผล
with players around the world and feel what they are thinking
Although we come from all over the world, with different skin colors and cultural backgrounds,but there is a passion and belief that we all share and have been pursuing, that is: "Games are born for players."
No matter where we are, we can work with players worldwide to explain to you that "Game consulting is born for problems".
01
Covered Countries/Regions
01
Covered Countries/Regions
01
Covered
Countries
/Regions
01
01
02
Involved Game Categories
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Involved Game Categories
02
Involved
Game
Categories
02
02
03
Diverse Recruitment Channels
03
Diverse Recruitment Channels
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Diverse
Recruitment
Channels
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03
04
Optional Cooperative Mode
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Optional Cooperative Mode
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Optional
Cooperative
Mode
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04
Overseas implementation process and quality control
1
Send recruitment invitation (in recruitment channels)
Send recruitment invitation: The first step of sample recruitment in qualitative research, to distribute recruitment invitation through existing channels.

Necessity: The recruitment channel determines the representativeness of sample selected. If recruitment channels are undiverse, it might lead to homogenous sample characteristics, even the appearance of  'professional respondents', which will severely undermine sample representativeness.

Key point: Be capable to recruit qualified players through various channels.
2
First identification
3
Second identification
First identification: The supervisor will initially select players who meet the recruitment requirements.

Second identification: The user research consultants will further verify the authenticity of players' gaming experience

Necessity: Differences in individual expressive abilities and false reporting of information, to obtain qualifications, will result in a decline in the quality of interviews. Consultants are required to conduct multiple rounds of identification on key feature in advance, to exclude unqualified and low-quality samples.
4
Pre-Tasking​
Pre-Tasking​: Use juournals ,questionnaires, or other forms, to record players' gaming behaviors or preferences.
Non-fixed section, might be added based on research purposes.

Necessity: Due to differences in vocabulary richness, basic education approaches, etc., overseas players have distinct abstract expression abilities compared to domestic players (often using generalized adjectives), which may lead to interview efficiency decline and cost rise. Assigning pre-tasking and preparing personalized follow-up question directions can significantly improve this situation.
5
Invitation
Invitation: Confirm a suitable interview time with players.

Key points: After the invitation is successful, maintain good communication and interaction with the players, to build trust and reduce the rate of no-shows.
6
Interview
Interview: The host conducts an in-depth online/offline 1v1 interview with the players

Qualitative interviews are the core part of the research. Based on research objectives, discussion guide​, and the characteristics of interviewees, the host carries out highly targeted and purposeful communication to gain valuable insights for the business.

Key Points: Qualitative research interviews differ from other forms of communication. What is more important than fluent language communication is the host's communication skills, business understanding, operational understanding, game understanding, and the ability to ask in-depth questions.
7
Player Participation Rewards
Player Participation Rewards: Gift money or gift cards of equal value, issued to thank users for joining our event.
Full case study example
South Korea — Research on strategies to attract fans of a certain IP
Japan — Research on Card Player User Demand
United States - Research on SLG anti-churn and recall strategies
South Korea — Research on strategies to attract fans of a certain IP
Research Objectives:

Explore the scale of fans of a certain IP and the investment in mobile games;

Explore the publicity methods and minefields to attract these IP fans;


Research methods:

Desktop research + quantitative questionnaire delivery;
Execution overview:

Desktop research IP forums, fan groups, general social media to collect information, text mining;

Quantitative questionnaire collection of 1,189 copies; (863 copies of FaceBook, 326 copies of YouTube bloggers)

1 comprehensive report;

Japan — Research on Card Player User Demand
Research Objectives:

Product selection for the Japanese card market;

Japanese channel catalyst operation strategy;

Japanese card players' activity preferences;


Research methods:

Qualitative 1vs1 interview + quantitative questionnaire delivery;
Execution overview:

Completed 1vs1 interviews with 16 people;

Collected 16 pre-assignments;

Quantitative collection of 532 copies; (351 on FaceBook, 181 on YouTube bloggers)

1 qualitative summary;

1 comprehensive report;
United States - Research on SLG anti-churn and recall strategies
Research Objectives:

Study the motivation and demands of players, and explore the churned reasons;

Explore the strategy and feasibility of calling for return through publicity after churn on the first day;


Research methods:

Qualitative 1vs1 interview + quantitative questionnaire delivery;
Execution overview:

Completed 1vs1 interviews with 14 people;

Collected 14 pre-assignments;

Quantitative collection of 537 copies; (323 copies on FaceBook, 214 copies on YouTube bloggers)

1 qualitative summary;

1 comprehensive report;
Try UtaTesting, it's like being there in-person to see the experiencing process of overseas players
Scrap traditional lengthy report, and choose the simpler, more direct and effective visual report.
See It in Action​​
The Modern Insight Platform​ --- Visual Report
Scrap traditional lengthy report, and choose the simpler, more direct and effective visual report.
See It in Action​​