Objectives
- Identify key ways to increase audience engagement with specific PC gamer segments
- Understand the purchase journey of key customer segments when buying PC peripherals
Sample
PC Gamers – recruited to match specific client segmentation criteria
Location
US (remote online)
Method
Online 5-day mobile ethnography study
Outcome
Research uncovered insights around the needs and motivations of key gamer segments, perceptions of the client brand which needed to be challenged, evidence to support new creative routes and the level of content vs information required by customers