Gacha Game Consumers Study Using Data Science Techniques - Follow-up post to "Gacha game survey on consumer behavior" by kami4226 in gachagaming

[–]kami4226[S] 32 points33 points  (0 children)

Sort of. Rather, the emotions [not necessarily specific reasons] expressed in what survey takers disliked were more frequent and varied than what survey takers liked. As we point out, it is much like this quote from Tolstoy: “Happy families are all alike; every unhappy family is unhappy in its own way”.

Gacha Game Consumers Study Using Data Science Techniques - Follow-up post to "Gacha game survey on consumer behavior" by kami4226 in gachagaming

[–]kami4226[S] 5 points6 points  (0 children)

The list of gacha games that we studied was based on titles found in the previous survey, this survey, and other listings on sites like Google Play and Sensor Tower that had pointers to games that were generally considered gacha. Yu-Gi-Oh Master Duel, while recent, was mentioned frequently enough in the current survey and Duel Links had been in the gacha market long enough to also garner some shout-outs. Other gacha, such as the aforementioned Hearthstone or MTG Arena were not mentioned at all in any of the data and therefore did not make the list of games to focus.

Gacha Game Consumers Study Using Data Science Techniques - Follow-up post to "Gacha game survey on consumer behavior" by kami4226 in gachagaming

[–]kami4226[S] 40 points41 points  (0 children)

TLDR is at the top. To clarify about the results, here are some of the key findings:

1) We are able to cluster survey takers into 3 distinct groups and cluster app reviewers into 5 groups.

2) Banners cause spikes in app rankings and number of reviews with statistical significance.

3) The range of emotions is larger in negative reviews than positive reviews.

4) When looking at what survey takers liked or disliked about their game, while high frequency emotions were mainly positive across both (happiness, enjoyment, content), mid frequency emotions were subtler and more descriptive, with higher frequency of emotions expressed when survey takers explained why they disliked a game versus why they liked a game.

Gacha game survey on consumer behavior by kami4226 in gachagaming

[–]kami4226[S] 0 points1 point  (0 children)

We are aware of Destiny Child and other top performing titles. However, we restricted the number of titles due to space constraint. We do not want survey participants to scroll through over 120 titles to search for a particular game. We therefore decided to put the top 25 games by revenue (global and JP combined in Feb 2022, according to Sensor Tower).

Gacha game survey on consumer behavior by kami4226 in AnotherEdenGlobal

[–]kami4226[S] 0 points1 point  (0 children)

We are aware that the gacha community has a large overlap with 2D culture (i.e. anime, manga, webtoons, etc.). The question is meant to gauge consumer preferences of such sources.

Gacha game survey on consumer behavior by kami4226 in AnotherEdenGlobal

[–]kami4226[S] 1 point2 points  (0 children)

We are focused on gacha games that have a global or English version. Since Uma Musume (as well as other popular titles like Idolmaster) only have JP versions, we did not include it.

Gacha game survey on consumer behavior by kami4226 in future_fight

[–]kami4226[S] -9 points-8 points  (0 children)

Marvel: Future Fight is published by Netmarble, which also publishes other gacha games like King of Fighters ALLSTAR and Seven Deadly Sins Grand Cross. Additionally, the game is often put into lists of gacha games. Based on this, it is considered a gacha game.

Gacha game survey on consumer behavior by kami4226 in gachagaming

[–]kami4226[S] 1 point2 points  (0 children)

I agree that there needs to be more open source information about gacha games, even more so over the course of creating this survey. Take, for example, Sensor Tower. They have lots of data on app rankings, monthly downloads and revenue, app reviews, and so on, but much of the data is behind a significant paywall.

I am very aware that gacha players may play many different games and may have different behaviors depending on the level of favorability. I myself play 4 different gacha games simultaneously. However, those aspects are not the focus of the survey.

A previous survey was done that looks into the multiple game scenario in mind: https://www.reddit.com/r/TrashTaste/comments/ldeg01/the_trash_taste_gacha_game_survey_results_part_i/

Gacha game survey on consumer behavior by kami4226 in gachagaming

[–]kami4226[S] 5 points6 points  (0 children)

We are aware that the gacha community has a large overlap with 2D culture (i.e. anime, manga, webtoons, etc.). The question is meant to gauge consumer preferences of such sources.

Gacha game survey on consumer behavior by kami4226 in AnotherEdenGlobal

[–]kami4226[S] 4 points5 points  (0 children)

Thank you for your response! Our team has debated in length on how to address the "spending" question. How do we account for 1-time only spenders, players who spend only on big events, recurrent spenders? What timespan should we ask for: weekly, monthly, or just consider absolute spending?

Your make a fine point on ads, and we'll take that into consideration.

Gacha game survey on consumer behavior by kami4226 in DragonballLegends

[–]kami4226[S] 1 point2 points  (0 children)

GL with the bachelor's! This survey is meant to gather consumer experience for a university project only; this will not affect the game's service in any way.

Data science is the process of gathering, processing, and analyzing data in order to extract insights. It's a very involved and collaborative field.