PlayCollective is a global research and strategy group focused on the impact of changing media and technology on education and entertainment for children and families. For the last two years, PlayCollective has also partnered with Digital Book World to track the growth of e-reading among families with children ages 2-13 and parents’ increasing belief in the beneficial power of ebooks. Join David Kleeman, PlayVangelist for PlayCollective, to get some insight on how parents', teachers', and kids' attitudes toward digital media are changing and what today's brands and tech companies are integrating into their products and content for both the home and the classroom.
Games Category Concept Testing
Request for Proposal | November, 2014
BACKGROUND
Hasbro has been in the practice of using the same quantitative concept testing methodology to gauge consumer interest and in-market viability of its toy and game concepts. While this unified approach does provide some benefits, upon further examination it does not account for the specifics of the gaming category, and how consumers interact with, shop for and assess games.
In particular, research has shown that a consumer’s experience with a game, either recently or in the past (i.e., nostalgia), has a tremendous degree of influence on the consumer’s decision to purchase a game.
Relatedly, a recommendation from a friend or endorsement from a reputable source of gaming information can go a long way to converting games purchases. Ultimately this recommendation is a result of someone else’s experience with a game, but once again stresses the importance of delivering compelling gameplay to consumers in order to create a groundswell for new games.
Also in play is the degree to which on-pack communication converts purchases in the gaming aisle. Unlike its toy counterparts, many of Hasbro’s gaming brands are not heavily supported with TV commercials, and those that are generally rely on kid-targeted TV campaigns. The result is that many of Hasbro’s games, especially new products, are unknown to mom, the consumer who is the primary shopper in the games aisle.
Viewed together, it appears that a game category-specific concept testing methodology would need to
(1) rely on feedback from consumers who have experienced the game (i.e., not a static concept board with descriptive language);
(2) explore the “virality” of that gaming experience (i.e., will people advocate for or promote this game?);
(3) explore the degree to which a game’s package and in-aisle communication drive purchase interest.
OBJECTIVES
The Global Consumer Insights team is looking for a new, holistic approach to concept testing in the games category.
We are looking to our strategic partners to provide a point-of-view as to how to best solicit consumer feedback on game concepts, taking into account the specifics of the games category, as outlined above.
Any test should provide feedback on the concepts gameplay, the impact of its communication on purchase interest (and other key measures), and immediately begin to compile an internal database on concepts scores so the team can measure success against other concepts (i.e., proprietary norms).
Hasbro is looking for a best-in-class research partner to provide ongoing thought leadership in this space. For example, the ideal proposal will include a plan for how the approach will be assessed overtime and tweaked as needed to maintain the optimal approach in perpetuity.
RESEARCH OUTCOMES
Results from these tests will be used in at least two ways:
To provide creative direction to design teams to further optimize game concepts
To make “go/no-go” decisions regarding proposed game concepts
Recognizing the need to provide up-stream concept feedback to drive optimization, the ideal approach would either deliver results quickly and cost-effectively, or would include an option for a quicker, less expensive concept test that could be used in a more iterative manner.
METHODOLOGY/SAMPLE
We look to our partners to define the most appropriate sample for testing (size and make-up). Though a US sample may suffice for most tests, the team needs the flexibility to quantitatively test games in global markets as well; please include cost for non-US test with adults and/or kids.
With that in mind, whatever approach is adopted will need to account for the various consumer segments that are targeted by the games team:
Category
Demo Target
Example Brands
Preschool Games
Boys and girls 2-5, and their moms
Guess Who?, Elefun, Operation,
Boys Games
Boys 6-9, and their moms
Connect Four, Battleship
Girls Games
Girls 6-9, and their moms
Twister, Candy Land, Ouija
Tween and Teen Gaming
Kids 10-12, and their moms
Simon Swipe, Bop It
Party Gaming
Kids 6-17, their moms, and adults 18-34
Trivial Pursuit, Risk, Taboo
Friends & Family Gaming
Kids 6-17, their moms, and adults 18-34
Monopoly, Game of Life, Scrabble
PROPOSAL REQUIREMENTS
Recommended methodology
Detailed costs
Detailed timing per test, from initial kick-off to final report, inclusive of all key milestones
Summary of deliverables – Reporting should be visual (without sacrificing insights), strategic, and include concrete actionable recommendations that respond to the objectives above
Approach must be a “full service” model, and the proposal should include a summary of research partner credentials and project team bios
DESIRED PROJECT SCHEDULE
Program award and Initiation: Friday, December 12th
Date of First Anticipated Concept Test Kick-off: Week of Monday, January 5th
Focus on holistic approach of using on the adults first using quant and qual in lab research
Biometric measures, unconscious engagement in games and the measurement of games
Test biometric measures unconscious games + exp
Product positioning testing