2. Objective
Our objective with this research is to figure out
what strategy should the developer of the game
Hearthstone follow while making decisions on
upgrading the game, also which target audience
should they aim considering the comments of
Hearthstone players in Turkey.
4. Sampling Information
Our target population were the members of official
Hearthstone Turkey site.
The admin of the site gave the information that
there were 500 accounts but only around 100
members were active users.
Thus;
• Our population size was 100
• Our sample size is 46
14. Q6.How frequently should
Hearthstone introduce a new
adventure mode?
• Once in 1-4 months
• Once in 4-7 months
• Once in 7-12 months
• I don’t know what adventure modes
are/Neutral
16. There are currently two adventure modes.
Which one do you like the most?
• I like both Naxxramas and Blackrock Mountain
• I ony like Naxxramas
• I only like Blackrock Mountain
• None
• I don’t know what adventure modes are
23. I am satisfied with the card changes so far
strongly agree 6 Average 3.521739
agree 14 Standart Deviation 0.781427
neutral 24
disagree 2
strongly disagree 0
Mu0 3
alpha 0.05
Sample Size 46
Standart Error of Mean 0.116488246
T-statistic -22.23193211
P-value 3.32521E-26
decision reject
Q4.I am satisfied with the card
changes made so far.
24. Q1.How many hours do you play
hearthstone weekly?
• 0-2
• 2-5
• 5-10
• 10-24
• More than 24
Q2.How much money do you spend
for Hearthstone per month?
• 0 TL
• 1-50TL
• 50-100TL
• 100-250TL
• More than 250 TL
25. Table of Observed Frequencies
Hours 0TL 1 to 50 TL 50 to 100 TL Total
0 to 2 8 0 0 8
2 to 5 2 4 2 8
5 to 10 8 2 0 10
10 to 24 10 6 0 16
24+ 0 4 0 4
Total 28 16 2 46
Table of Expected Frequencies
Hours 0TL 1 to 50 TL 50 to 100 TL
0 to 2 4.9 2.782609 0.34782609
2 to 5 4.9 2.782609 0.34782609
5 to 10 6.1 3.478261 0.43478261
10 to 24 9.7 5.565217 0.69565217 Chi-Square Statistics 25.11517857
24+ 2.4 1.391304 0.17391304 Degrees of Freedom 8
alpha 0.05
Critical Value 15.50731306
Chi-Square Statistic Calculations Decision Cannot Reject
Hours 0TL 1 to 50 TL 50 to 100 TL
0 to 2 2 2.782609 0.34782609
2 to 5 1.7 0.532609 7.84782609
5 to 10 0.6 0.628261 0.43478261
10 to 24 0 0.033967 0.69565217
24+ 2.4 4.891304 0.17391304
26. Conclusion
• Throughout our analysis we came to the
conclusion that it is not efficient to focus on a
group either spends more money or time.
• It would be better for Hearthstone managers
to follow the strategy of targeting all the
players while making critical decision on
improvements of the game rather than
targeting a specific group of players.