Video gaming is an interactive, very interesting, and engaging way of allowing enthusiasts to be more involved in the game, be part of the thrill, and express their skills through virtual platforms. The ‘No Luck eSports’ is bringing a new perspective to video gaming with the intention of allowing customers to be involved in tournaments, develop a community for the gamers, and lead to a revolution of culture and connections among gamers. The success of the ‘No Luck eSports’ launch is based on the marketing research approaches that the company will consider in collecting information about its customers and potential differences within the market that are necessary to be integrated into the company as it established its operations within the market.
The market research for the ‘No Luck eSports’ is rather generalized as the customers targeted are from different demographics from the young to the middle-aged. For conducting its market research, the most suitable strategy to be used is online polls or surveys. Online polls/ surveys allow a company to involve potential customers in a questionnaire-like activity where customers offer opinions about a particular product or service to be offered to them. Since the polls are independent, a customer has the free-will of providing their perspective of the issue and possible recommendation that they would rather consider. Online polls/ surveys can be conducted on social media sites such as Facebook to get the opinion of some of the potential customers of the business. At the same time, using the organizational website, a survey can also be conducted to get different opinions of customers and potential differences that the new experience will represent in terms of a better gaming experience for the gamers within the targeted market.
Another market research to be considered is conducting secondary research on the targeted customers and the particular services that ‘No Luck eSports’ is aiming to offer its customers. The secondary research will involve the collection of past research data and literature related to the gaming industry and possible measures that have to be taken in ensuring that outcomes in terms of operations are successful. The management of ‘No Luck eSports’ can then analyze the collected information from the research to determine the possible research outline/ path that the company will have to take in order to remain successful in the long-run. There are peer-reviewed research studies that have documented the performance of the gaming industry, the pitfalls, and some of the major successes of the business within different markets. All these elements are critical in allowing ‘No Luck eSports’ to strategize on the best approaches to ensuring that once the business is established performance and outcome guarantees customer satisfaction, retention, and maximum returns. The outcomes of the secondary research will also be applied in the determination of possible elements needed in the development of a direction the company will take in making the gaming experience a thrill for all customers irrespective of the variables such as age.
Market research allows companies to evaluate and familiarize itself with its market and customers. A successful market research points a company to the right direction to follow in establishing its business, growing the business, and getting more customers from the market. For ‘No Luck eSports’ the market research will help the business define its market, customers, and potential elements within the market that are of interest in allowing the business to continue growing. Online polls/ surveys and secondary research are the best methodologies the company can consider in getting to know its market and potential customers.