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From Concept to Reality Check: Market Research

  • Feb 12
  • 3 min read

Updated: Mar 14


The Problem

The team had a new product to be built. A new competitive multiplayer concept that was sure to be greenlit. Budget meetings, timeline projections, possible franchise deliberations.


The pitch was compelling: an underserved market segment with room to innovate, a classic blue ocean opportunity.


The research team was approached for pre-greenlight market validation and audience sizing.


The plan: conduct research to identify viable player segments, then quantify market size to determine if the opportunity justified investment. Was this really an untapped opportunity, or were we misreading why the market looked empty?

The Research


We had a comprehensive research plan for a new concept, and started with market research to test waters.


  1. Qualitative Market Exploration - To identify viable segments and barriers

  2. Proto Personas - Define target player profiles based on Phase 1 findings

  3. Audience Sizing - Quantify addressable market across segments and geographies

  4. Concept Testing - Prototype validation with refined concepts


We never made it past Phase 1. Let me explain...


1. Qualitative Market Exploration (Executed) 4 weeks

  • Six focus groups across genres and sub-genres across geographies

  • Identify receptive player segments

  • Understand expectations, emotional triggers, barriers, motivations and market gaps


Sessions were fully transcribed and manually coded. Thematic analysis conducted across groups to identify patterns, opportunities, and critical barriers.


Strategic approach: Recruited diverse player profiles across the competitive multiplayer cross-section landscape, genres and sub-genres. After initial analysis, two groups emerged as most promising.

These represented the player segments most likely to adopt if barriers could be overcome.


What we explored

  • Mental models and motivations for game selection

  • Barriers to entry for new concepts

  • Emotional triggers and session expectations

  • Positioning gaps and opportunities

The Pattern That Emerged

Even among the most receptive player segments, the concept faced overwhelming resistance:

  • "I saw the concept, I was out"

  • "Demoralizing... you're always dying, always too poor to progress"

  • "I've never jumped into something like this without someone forcing me"

  • "There's a learning curve and I'm not comfortable with how intense and nuanced it is"


If the players most likely to adopt were this resistant, broader market viability was highly questionable.



The Insight

The team's assumption: "This market isn't crowded it's ripe for innovation where competitors haven't gone.


What Phase 1 revealed: The space wasn't empty because of opportunity. It was empty because player demand didn't justify the investment.


Massive barriers prevented even interested players from engaging:

  • High perceived difficulty: Concept alone triggered intimidation

  • Emotionally overwhelming: High stakes created stress, not excitement

  • Steep learning curve with punishing early experience

  • Cold start problem: New players needed a mentor to even begin creating a substantial social barrier

  • Punishing solo play: No viable path for players without dedicated teams

  • Time commitment: Required sustained investment players weren't willing to make


The positioning problem: Very few players viewed this as aspirational. Most saw it as "inaccessible grind" for a small hardcore audience not a scalable market. Even in the two segments where we explored positioning opportunities, the fundamental barriers remained without significant changes to the concept and sizeable marketing costs.

The Aftermath

Initial pushback was strong: "There aren't many titles in this space that proves it's underserved."

Research showed exactly why. Players actively avoided it. Even our most receptive segments wouldn't commit.


The findings escalated to senior leadership and presented across all six segments, plus strategic recommendations across product and marketing if this was taken up.


Product implications

  • Current concept required complete redesign to overcome barriers

  • Incremental fixes wouldn't solve fundamental appeal issues

  • Resources better redirected toward concepts with proven demand

Marketing implications

  • No viable positioning that overcame resistance

  • High customer acquisition cost due to education burden

  • Limited word-of-mouth potential with such high barriers


Leadership valued seeing both angles this wasn't just "players don't like it," but "here's what it'll cost the business".


The decision: concept was pulled back. Back to ideation.

Why This Mattered

Not all research ends with launches or revenue numbers. Sometimes the win is what you save.

This prevented a masive investment in a concept with insufficient market demand. The impact-risk mitigation, redirected resources, avoided opportunity cost is hard to quantify but equally valuable.


Product Name, genre and other details have been redacted for confidentiality

 
 
 

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©2022 by Arpita Chandra

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