The amount of female respondents is around a third compared many male respondents. This is showing that this survey is very biased towards males and the overall survey results are more influenced by males. This identifies my all my overall survey results are going to be the ideal of the male group rather than and even split. I can not really see what the female audience want and don't want from the questions as they have most likely had much less affect on the overall results. This does help define the amount of those that play video-games seeing as it's still dominated by males but still enough female players to be acknowledged So it could be helpful for making results on what type of video-game I would want to choose. But when it comes to audiobooks I wouldn't be sure what the general public know about this as their might be more females that listen to audiobooks.
The Ages of the respondents are also extremely biased as more than half of the results are under 18,19-30 are barely a third and the rest might not be valid enough to represent they’re generation because there are so few respondents there. This meaning I can only appeal to what the younger groups would want as I can only fairly analyses the entire survey results as mostly swayed by them. This isn't a big deal in my opinion because my target audience I'd assume for my video game audiobook would fit into the 15-30 bracket and so knowing what they like can be in my favor. though in terms of audiobooks I have seen other research has suggested a more older audience listen to audiobooks and the actual listeners are more broad so I wouldn't know which age group would likes audiobooks best. this doesn't affect me too greatly as my target audience would be 16-25 year olds.
This Result is actually slightly fairer in my opinion as I live in the UK so I could probably mostly advertise in my own country. But I do have enough respondents to be fair meaning that I could apply my results to see what The UK want compared to what those from other countries want. The most Common Country was The USA followed by Canada and New Zealand meaning I can apply this to more western English speaking countries Though there are some European respondents so I could see if my audiobook could be received well from them. Seeing as how most are from the UK I'd see it as that the survey would be the voice of the UK with good enough influence from other countries. Though the types of question the survey asks would be affected little by where they are from there might be a connection to where people are from and what they like.
I can review how well audiobooks are doing in a mainstream market which I believe are doing very well in my opinion because of how new it is and this survey is biased towards males under 18. Seeing as how there is a few that do listen weekly and daily means that is very popular as well. Ones that have listened only on occasion say at museums or at work and some that have only listened a few ever. Seeing as how there are still a great amount in never however that still means I'm missing a giant amount of people so the successfulness of my audiobook would not be great.
Looking at the first graph of the question it averages out the answer to which most people like best to worst though the answers are very mixed as to what people like. This could be do to people not answering the question validly but I assume most have put their number 1 genre at the least so the most Favorited response are more valid at the least. Seeing that comedy is most popular for people means that people won’t get bored if you make them laugh. Second to that was fantasy and science fiction, which seems like people like to fall into something that isn't real possibly to get away from where they are. And step-by-step guides seem to be least liked probably because this is not actually very entertaining. So I have to make my audiobook recording more appealing by trying to entertain them.
For question 6 I asked what other genres had I missed out and others suggested genres like foreign books from other countries for those that are from other countries. I asked this question because I do not know much about audiobooks so those that do might like a really specific type of audiobook so these answers were more niche.As well as more action type audiobooks and adult. The rest answered 'no' or did not answer. Others also gave non-serious and invalid answers which makes me question there overall response to my survey. Things like this could be problematic because if I discounted them then I might not have enough to make a fair enough result.
For question 6 I asked what other genres had I missed out and others suggested genres like foreign books from other countries for those that are from other countries. I asked this question because I do not know much about audiobooks so those that do might like a really specific type of audiobook so these answers were more niche.As well as more action type audiobooks and adult. The rest answered 'no' or did not answer. Others also gave non-serious and invalid answers which makes me question there overall response to my survey. Things like this could be problematic because if I discounted them then I might not have enough to make a fair enough result.
The bias of the survey proves the stereotype that many young males do play video games. Most common answer being daily so people really like to play their games. But those that put on occasion only play very little or on their phone showing that either you play a lot or a little but few put that they never played. This could work in my favor. We do see that slightly more people play monthly more than weekly which could be due to those not having enough free time meaning they have probably days of which they game or rarely at all. This meaning almost everyone have played some sort of video game in their life showing that the video game market is huge in that sense. So few have answered never that I am confident that my audiobook on a video could be successful.
The genres of which video games they liked were slightly more defined into what they like and what they definitely did not like. Though this is probably more affected what is more popular among boys now like shooters and action/adventure games. But its clear that some genres wont work at all like simulation and social games and motion controlled games are completely out of the question. People do seem to like some action adventure pushing towards games with narrative and also multi-player also though few games implement both in the same type of game mode so I'd have to choose one. Seeing as how multi-player was more liked than single-player that might push me towards going for a game more multi-player orientated. People also seemed to support RPG and strategy also so I might want to explain in my walk-through for games with more skill and forethought.
My question 9 is similar to question 6 but asks about the video game genres I missed out. I asked this question for gamers that have a more niche taste that maybe I could go for that I had not seen and for genres that I hadn't put in but a lot of people suggested. The answers that made an impact on me were MOBAs (Multi-player Online Battle Arena) and sports as there are a huge market for both as games like FIFA football and DOTA have done really well.Sports has also been suggested twice meaning they have a much more mainstream audience. These are type of games are ones I should deeply consider but other suggested games like Problem solving games, similar to strategy, and location-tracking games (Ingress) were not really an option because they seemed to niche and not many people would really find them as entertaining as the other type of video game genre.
My question 9 is similar to question 6 but asks about the video game genres I missed out. I asked this question for gamers that have a more niche taste that maybe I could go for that I had not seen and for genres that I hadn't put in but a lot of people suggested. The answers that made an impact on me were MOBAs (Multi-player Online Battle Arena) and sports as there are a huge market for both as games like FIFA football and DOTA have done really well.Sports has also been suggested twice meaning they have a much more mainstream audience. These are type of games are ones I should deeply consider but other suggested games like Problem solving games, similar to strategy, and location-tracking games (Ingress) were not really an option because they seemed to niche and not many people would really find them as entertaining as the other type of video game genre.
Secondary Research
Looking at Audiopub's Lewis&Clark's Au It suggests that Audio-books have risen and risen in the years that go by. As they explained in their methodology they had over 1000 adults that responded to their survey and 220 teenagers under 18 that also agreed to respond.This show there results are much more fairer than mine with all results being completely valid as this was done in a controlled environment. diobook survey in 2011
Results say at least a third (37%) have actually listened to an audiobook and suggest those that have are more well educated meaning they have graduated from university or some form of higher education. '21% have completed post-graduate work or hold a doctorate degree'. Because of this it would be obvious to interpret that they would make higher incomes than most of the other respondents as listeners have a medium income of $56,000 more than $10,000 higher than those that don't. Their Medium age of listeners is 48 compared to non-listeners of 51. The APA also say that 'drawing young adults in large numbers' which they prove as a quarter of all the audiobook readers were between 18-25 and add that most of the younger listeners are much more likely to purchase from an online retailer to have a digital copy.Most parents that listen to audiobooks encourage their children listen to music video as well and helps them read and be open to wanting to listen a variety of books that they would't have otherwise read.
Comparing my results to theirs it shows that they have asked more specific questions and have better results to show for it with answers that help support the growth of audiobooks. Their answers give more specific answers too what they were looking for and where audiobooks are increasing. This might have made me think what answers I should have made available to my respondents so maybe I can get a result of which has more information that I could extract.
Results say at least a third (37%) have actually listened to an audiobook and suggest those that have are more well educated meaning they have graduated from university or some form of higher education. '21% have completed post-graduate work or hold a doctorate degree'. Because of this it would be obvious to interpret that they would make higher incomes than most of the other respondents as listeners have a medium income of $56,000 more than $10,000 higher than those that don't. Their Medium age of listeners is 48 compared to non-listeners of 51. The APA also say that 'drawing young adults in large numbers' which they prove as a quarter of all the audiobook readers were between 18-25 and add that most of the younger listeners are much more likely to purchase from an online retailer to have a digital copy.Most parents that listen to audiobooks encourage their children listen to music video as well and helps them read and be open to wanting to listen a variety of books that they would't have otherwise read.
Comparing my results to theirs it shows that they have asked more specific questions and have better results to show for it with answers that help support the growth of audiobooks. Their answers give more specific answers too what they were looking for and where audiobooks are increasing. This might have made me think what answers I should have made available to my respondents so maybe I can get a result of which has more information that I could extract.
Another survey, I found on SurveyMonkey blog, with the title 'How Popular Are Audiobooks with Young Professionals?' Also had some information on how often adults between the ages of 22 and 35 to answer this survey. There was a total of 300 who responded to the survey and all were working professionals as it stated in the blog.
The blog had said there was still at least one third that had listened to an audiobook in the last three months which is a significant amount if the specific demographic was completely random. The writer also interpreted that 1 in 10 listened to an audiobook twice a week which would be an approximate 30 out of 300. Despite these small numbers it is a step up as audiobooks were mostly off the radar for everyone before amazon and audible.com made audiobooks so available for the younger audience.
The blog had said there was still at least one third that had listened to an audiobook in the last three months which is a significant amount if the specific demographic was completely random. The writer also interpreted that 1 in 10 listened to an audiobook twice a week which would be an approximate 30 out of 300. Despite these small numbers it is a step up as audiobooks were mostly off the radar for everyone before amazon and audible.com made audiobooks so available for the younger audience.
I also looked at research on video game market research to see How well it is doing and hopefully support my video game audiobook. Looking at data provided by the ESA (Entertainment Software Association) 2014 there is overwhelming data that supports the growth of Video game Industry proving that 'People of all ages play video games. There is no longer a ‘stereotype game player,’ but instead a game player could be your grandparent, your boss, or even your professor' — Jason allaire, ph.D., associate professor of psychology.
Research show that 59% of North Americans play video games and '51%of U.S. households own a dedicated game console, and those that do own an average of 2' This is very helpful as this suggests Video games are definitely a part of mainstream media as their is a majority in how many play video games whether it be a mobile app or a free-to-play MMO. '48% of gamers said the quality of game graphics, an interesting storyline, a sequel to a favorite game, or word of mouth was the most important factor in their decision to purchase a computer or video game' This is important because the more popular the game I walk through the more likely my audience would want o listen to it.
Research show that 59% of North Americans play video games and '51%of U.S. households own a dedicated game console, and those that do own an average of 2' This is very helpful as this suggests Video games are definitely a part of mainstream media as their is a majority in how many play video games whether it be a mobile app or a free-to-play MMO. '48% of gamers said the quality of game graphics, an interesting storyline, a sequel to a favorite game, or word of mouth was the most important factor in their decision to purchase a computer or video game' This is important because the more popular the game I walk through the more likely my audience would want o listen to it.
It shows strategy games are overwhelmingly popular on the computer platform and most other type games pale in comparison besides casual game like flash games on browsers. Seeing how strategy games are so popular I might decide to choose a game that goes this way and explain strategies for the game. This would be helpful because I can explain strategies for the game which I assume would be helpful for beginners and hopefully even veterans as I would like to shine as much light on the game that I review.