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Primary Research
I conducted primary research (fieldwork) to collect reliable information about my target
audience and the reputation of Twine. This would help me create a marketing scheme
which suits and would work on the audience. I also set out to gather information about how
many people knew and were aware of twine games. This would help me figure out
whether we had a large twine audience to market to or if that was only small and we
should branch out more.
Firstly I created a flow diagram, this i thought was a creative way to ask people questions
about twine and multi-adventure games. The flow diagram started of simple and then went
off depending on the route that people took, ultimately it ended on what type of game they
played and examples. I wanted to know this because the type of games that people play
can reflect on what type of audience they are in. All together I asked 50 people to fill in my
flow diagram and gained a lot of useful knowledge about the recognition of Twine among
young people. The places that i went to collect my information was at lunch time i went
around my Sixth Form College and asked a variation of people in many different areas of
the college. This would hopefully give me and good range of results. I also went into a
local youth theatre (St Ives Youth Theatre) and asked a range of youths from there. I think
that i collected a good range and amount of results.
Disadvantages:
1. The flow diagram was awfully confusing when creating and when asking questions to
the public. This meant that i could only understand it as i had made it, so my partner
was unable to do primary research with me. This may have limited the amount of
people we were able to ask.
2. When asking people I could never concur if they were being truthful and this could
make my results unreliable.
3. I was only able to ask people who were in a range of where i live. Else where in
England or even globally they may have a larger market.
Lucy Taylor UNIT04-A02
Advantages:
1. I was able to control how many people took the questionnaire, this allowed my data to
be secure.
2. As i was present when people were filling out the flow diagram this prevented them
from making it a joke. This meant i was able to trust the exactitude of my results
completely.
3. As i could choose who to ask, i made sure that it was within our desired target
audience of young people. This would help us develop a better understand on their
knowledge of Twine and whether they are a suitable target audience to have.
All of the people who have not heard of
Twine or any Twine games, when asked
all of people have either ʻCall Of Dutyʼ,
ʻFifaʼ or ʻHaloʼ. This concludes to me that
most youth who play the conventional
most popular video games have not heard
of Twine. Also from this fieldwork i leant
the 4% that have heard of twine, do not
play it they have only heard of it.
This fieldwork has been conclusive in me
finding that young people do not play
twine games because they have not
heard of them. My research led me on a
bigger question, would young people play
it if they knew what it was?
Secondly i decided that the best
way to proceed was to gain a
better understanding of how
young people find out about the
video games that they play. This
way I will be able to draw from
that and know the most effective
way at marketing ours to get the
most attention from young
people. To do this i created a
questionnaire that i could give
out in the same places as my
first part of primary research. To
keep both of parts of my primary
research fair and linked i also
collect information from 50
different people. This will make it
easier to compare my two pieces
of research as the numbers were
the same. Although the people
that i asked were not the same
as before they were still in the
same age and social categories.
Lucy Taylor UNIT04-A02
Advantages:
1. I kept the questionnaire very short and this meant that people who were filling it it,
didnʼt feel overwhelmed at the length. This generally makes people give more honest
answers because there is less questions for them to fill out.
2. I was able to select the people that answered the questions so i could select young
people that i felt were in our desired target audience.
Disadvantages:
1. As i was the one who was selecting who i asked it may not be reliable as it could have
been if i had used stratified sampling.
2. I could only reach a small area of young people and those were people who were in
connection to me either at college or at clubs and activities.
My results were hugely conclusive and are shown below:
You can see the most popular
and effective type of video
game marketing for young
people is online, whether this
be by official sites or via
social media ones. This helps
us develop our own
marketing strategy as we now
know where to focus on to
attract young people to play
twine games. This is also
hugely useful because from
other questions on the
questionnaire you can see
the people who took part
played a huge variation of
games as you can see below.
Lucy Taylor UNIT04-A02

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Primary research write up 2

  • 1. Primary Research I conducted primary research (fieldwork) to collect reliable information about my target audience and the reputation of Twine. This would help me create a marketing scheme which suits and would work on the audience. I also set out to gather information about how many people knew and were aware of twine games. This would help me figure out whether we had a large twine audience to market to or if that was only small and we should branch out more. Firstly I created a flow diagram, this i thought was a creative way to ask people questions about twine and multi-adventure games. The flow diagram started of simple and then went off depending on the route that people took, ultimately it ended on what type of game they played and examples. I wanted to know this because the type of games that people play can reflect on what type of audience they are in. All together I asked 50 people to fill in my flow diagram and gained a lot of useful knowledge about the recognition of Twine among young people. The places that i went to collect my information was at lunch time i went around my Sixth Form College and asked a variation of people in many different areas of the college. This would hopefully give me and good range of results. I also went into a local youth theatre (St Ives Youth Theatre) and asked a range of youths from there. I think that i collected a good range and amount of results. Disadvantages: 1. The flow diagram was awfully confusing when creating and when asking questions to the public. This meant that i could only understand it as i had made it, so my partner was unable to do primary research with me. This may have limited the amount of people we were able to ask. 2. When asking people I could never concur if they were being truthful and this could make my results unreliable. 3. I was only able to ask people who were in a range of where i live. Else where in England or even globally they may have a larger market. Lucy Taylor UNIT04-A02
  • 2. Advantages: 1. I was able to control how many people took the questionnaire, this allowed my data to be secure. 2. As i was present when people were filling out the flow diagram this prevented them from making it a joke. This meant i was able to trust the exactitude of my results completely. 3. As i could choose who to ask, i made sure that it was within our desired target audience of young people. This would help us develop a better understand on their knowledge of Twine and whether they are a suitable target audience to have. All of the people who have not heard of Twine or any Twine games, when asked all of people have either ʻCall Of Dutyʼ, ʻFifaʼ or ʻHaloʼ. This concludes to me that most youth who play the conventional most popular video games have not heard of Twine. Also from this fieldwork i leant the 4% that have heard of twine, do not play it they have only heard of it. This fieldwork has been conclusive in me finding that young people do not play twine games because they have not heard of them. My research led me on a bigger question, would young people play it if they knew what it was? Secondly i decided that the best way to proceed was to gain a better understanding of how young people find out about the video games that they play. This way I will be able to draw from that and know the most effective way at marketing ours to get the most attention from young people. To do this i created a questionnaire that i could give out in the same places as my first part of primary research. To keep both of parts of my primary research fair and linked i also collect information from 50 different people. This will make it easier to compare my two pieces of research as the numbers were the same. Although the people that i asked were not the same as before they were still in the same age and social categories. Lucy Taylor UNIT04-A02
  • 3. Advantages: 1. I kept the questionnaire very short and this meant that people who were filling it it, didnʼt feel overwhelmed at the length. This generally makes people give more honest answers because there is less questions for them to fill out. 2. I was able to select the people that answered the questions so i could select young people that i felt were in our desired target audience. Disadvantages: 1. As i was the one who was selecting who i asked it may not be reliable as it could have been if i had used stratified sampling. 2. I could only reach a small area of young people and those were people who were in connection to me either at college or at clubs and activities. My results were hugely conclusive and are shown below: You can see the most popular and effective type of video game marketing for young people is online, whether this be by official sites or via social media ones. This helps us develop our own marketing strategy as we now know where to focus on to attract young people to play twine games. This is also hugely useful because from other questions on the questionnaire you can see the people who took part played a huge variation of games as you can see below. Lucy Taylor UNIT04-A02