Think Consumers First - Using in-app surveys to measure consumer satisfaction levels - EA

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JULY 16 - 18, 2013, Minneapolis, USA WWW.MRMW .NET The original, premier event for the Mobile Marketing Research Industry

Transcript of Think Consumers First - Using in-app surveys to measure consumer satisfaction levels - EA

JULY 16 - 18, 2013, Minneapolis, USA

WWW.MRMW.NET

The original, premier event for the Mobile Marketing Research Industry

WWW.MRMW.NET

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Think Consumers First: Using in-app Surveys to Measure

Consumer Satisfaction Levels

Lisa Spano, Ph.D.

Tina Tseng

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• Think Consumers First

• Engage with Consumers

• Listen to Consumers

The In-App Mobile Game Opportunity

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EA Mobile Games

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Great games are defined by the best experience for players

Our priority is to create games that keep players coming back week after week

EA Mobile Games

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Game Launch / Game Update

Demographic and Psychographic

Profiling

Game Feature Assessment

Net Promoter Score Tracking

Goal: Build and Sustain Consumer Satisfaction

Customer Experience Measurement Program

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How likely is it that you would recommend (GAME) to a friend or family member? (Scale of 0-10)

10 9 8 7 6 5 3 2 1 0 4

Not at all likely

Extremely likely

Net Promoter Score

% Promoters (9 and 10)

% Detractors (0 through 6) = -

Net Promoter Score (NPS)

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Why would you or wouldn’t you

recommend game?

Promoters

“Game is challenging”

“Game has a good

storyline”

Detractors

“Game crashes when I use Facebook I

connect”

“I’ve progressed through all

levels”

Identifying Issues & Opportunities

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Metric is used across a number of industries

Quantifiable qualitative data

Unambiguous, easy to understand metric

Good indication of growth potential and customer loyalty

Can be tracked over time and benchmarked against similar products/companies

Why NPS?

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* Source: Satemetrix 2013 US Consumer Study

NPS Scores by Sector

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Case Study: The Sims FreePlay

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Case Study: The Sims FreePlay

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In-App Note Banner

Step 1: Live Data Collection

Interstitial

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Step 1: Live Data Collection

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Step 1: Live Data Collection

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Step 1: Live Data Collection

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Step 2: Key Insights

40% 43%

45% 44% 40%

-10%

0%

10%

20%

30%

40%

50%

60%

January February March April May

SFP NPS Score Over Time * Hypothetical Data

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QUALITATIVE FEEDBACK:

“Completely addictive. You compete against yourself to just complete one more task to have very happy Sims. To reach the next level to achieve more lifestyle points, escapism in the complete sense of the real world, all consuming. I love it!

“Amazing. Good graphics, fun levels, awesome features, and fun activities. 100% happy with this game!!”

“It's really fun and the story never ends!”

Step 2: Key Insights

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Step 2: Key Insights

New Updates

Relationships between Sims

Social features between you and your friends

Completing limited time goals

Growing your family

Most Important Features

Teens

Senior Sims

Visiting friend’s towns

More buildings

Top Feature

Requests

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Neighbors Update

(7/18)

Visiting friend’s towns

Completing limited

time goals

Social Features

Step 3: Sharing Data

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IT’S TIME TO MEET THE NEIGHBORS

GET IT ON THE APPLE APP STORE, GOOGLE PLAY AND AMAZON APPSTORE ON JULY 18TH

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Send your Sim out into the big wide world and visit other players’ towns! Compare your interior decoration skills with real-world friends and form

new relationships!

Make new friends in our latest update

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Keep the questionnaire short and consistent

Track regularly

Monitor trends in categories

Tie-in with telemetry metrics

Listen to the players

Always think consumers first!

Best Practices for In-App Surveys

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• Immediate identification of potential problems in the game • Complete understanding of game features consumers value • Ability to create the game experiences our consumers want • High ratings in the App Store/Google Play • Increased viral acquisition • Reduced churn

Putting Consumers First

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JULY 16 - 18, 2013, Minneapolis, USA

WWW.MRMW.NET

The original, premier event for the Mobile Marketing Research Industry