'Knowledge is power' - Francis Bacon. This is why creators of a product must do intensive research on what audience is interested in your product and how to improve it. There are many types of research that can analyzed to put you ahead of rival products like primary and secondary as well as quantitative and qualitative research.
Primary Research would suggest you get information at the source meaning you go find potential customers, to take a survey or test your product. For example acquiring a focus group to test your new video game and using interviewing techniques for their thoughts and opinions: What they liked, disliked, how it could be improved, what's missing, what's not necessary and how rival products compares to your own. You could also just observe how they look when they play to get a sense of what they're feeling and write notes of what parts of the game they showed certain expressions and ask them about it when interviewing them. This would be audience research because you're profiling consumers that would or wouldn't be interested in your game, finding your specific demographic to sell your product to, understanding behaviours and attitudes.[1]
Asking open ended questions means getting qualitative research for your product. This is very useful so you can cater to more specific and detailed problems. They're easier to trust rather than looking at a table of results as they can say what they think is most important and least important to them rather than you deciding to give them question and answer that could be a bit more complicated beyond the question. The con to acquiring qualitative is that it would take far too much time to receive and interpret a lot of opinions. It would be easier to just find trends in what people said that they had in common or ask opinions of qualified reviewers.
Trying quantitative research would give you much more answers in the hundreds so you could get an idea of what the public would more unanimously feel about your product. This would mean giving a survey to trusted people in person or online, though depending on how open the survey is the credibility of a survey can be judged to make your product better or worse. But paying trusted professionals to take the survey would mean almost no discreditable research but would have you pull out money for they're information. Depending on how big your budget is or how successful you believe your product will be can decide if you choose to make it open or closed access survey.
Primary market research would probably need you to probe people about how they compare your game to current competitors in the same market. Asking about where they live finding common areas to advertise your product so it gets attention. Getting your product noticed is the no.1 priority ad bad advertising placement can make you waste a lot of money for nothing. Asking them where they most often see ads could be the most important thing because you have to be in their face so they at least know about it.
An example of Primary Research is NATPE and the Consumer Electronics Association (CEA) 'joint research study on consumers’ attitudes toward television viewing'.[2] It shows that 55% of millennials, those born roughly between 1980 - 2000, use television as their primary source of viewing and streaming video is to dominate their viewing preference. 'In the study, 51 percent consider subscription to Netflix “very valuable,” compared to 42 percent for broadcast channels, and 36 percent for cable subscriptions.' This type of research can be very beneficial because it would help creators of a show to consider streaming their program online for better viewership.
Secondary Research, in this subject, would mean to retrieve information and statistics from already completed surveys and tests from other companies, meaning data that had been published. For example books, circulation figures, internet, box office figures, web articles, etc. This is a much cheaper way of attaining research as most is found on the net from data gathering companies like Nielsen or written in web articles. Most publicly available research would be market research like box office figures and sales as both corporate companies and the general public are interested in. Articles that talk about the biggest selling game or whats No.1 on iTunes right now gives a consumer more incentive to watch it, play it etc. because they want to follow trends and see why something is be so popular, like The YouTube wonder Psy's Gangnam Style. But for big corporate companies like Sony or Warner Bros. this can decide the next step for an entire movie, scrapping screenplays that won't be received well, or pushing themes that would have never before been considered.
All this would be Quantitative its facts based on success of how well its done than how well its been received. The Transformers franchise are still grossing hundreds of millions but critics wave it off because its just explosions and chaos.
Qualitative research would come from reviews in newspapers and mostly online. Most papers review the current popular films so those films can quote them and 'validate' the film so people are likely to watch it. Other qualitative research would be in forums and fan sites online that comment a lot on how to improve games that are already out and what they like as video game industry have a strong fa base that want improvement and will respond to that.
Production research very different from the other types of research as it is about researching the game and how you are going to make it. Researching Pre-production, Producing and Post-production of your product. When creating a theme in a story it can take extensive research into the history or even creating a history. Learning and understanding about the place your filming on or basing your game off of is key as the more research you do the higher quality of the production will be. Christopher Nolan took extensive research in the actual science of black holes and worm holes creating his own set of rules in physics so he didn't have to 'cheat in cinematic narrative'. [3] Researching for your production could have you look and study actual locations, taking photos and filming in real time so you can imitate those visuals in animation or for game design or add special effects to already existing footage of a setting you've already shot etc. But this means you must know how big your production will be, whether it be a Indie film for he upcoming film festival or the next blockbuster to hit theatres. Though bigger is better, more money means pooling more into research and marketing.
Research is a fundamental part of creating a big production. It validates what your doing, justifies all the money that is put in because you create statistics that supports all the income that come from the film. Marketing is so much easier if you know how. Researching where people will be how they can learn about the new GTA game. Music has even found new ways of still being heard by being controversial using sensitive subjects like women empowerment over objectivity and Sia new music videos that use a young girl as a main focus. It takes more than just throwing ideas at a wall and seeing what sticks. Record Labels and big motion pictures can't afford that.
Primary Research would suggest you get information at the source meaning you go find potential customers, to take a survey or test your product. For example acquiring a focus group to test your new video game and using interviewing techniques for their thoughts and opinions: What they liked, disliked, how it could be improved, what's missing, what's not necessary and how rival products compares to your own. You could also just observe how they look when they play to get a sense of what they're feeling and write notes of what parts of the game they showed certain expressions and ask them about it when interviewing them. This would be audience research because you're profiling consumers that would or wouldn't be interested in your game, finding your specific demographic to sell your product to, understanding behaviours and attitudes.[1]
Asking open ended questions means getting qualitative research for your product. This is very useful so you can cater to more specific and detailed problems. They're easier to trust rather than looking at a table of results as they can say what they think is most important and least important to them rather than you deciding to give them question and answer that could be a bit more complicated beyond the question. The con to acquiring qualitative is that it would take far too much time to receive and interpret a lot of opinions. It would be easier to just find trends in what people said that they had in common or ask opinions of qualified reviewers.
Trying quantitative research would give you much more answers in the hundreds so you could get an idea of what the public would more unanimously feel about your product. This would mean giving a survey to trusted people in person or online, though depending on how open the survey is the credibility of a survey can be judged to make your product better or worse. But paying trusted professionals to take the survey would mean almost no discreditable research but would have you pull out money for they're information. Depending on how big your budget is or how successful you believe your product will be can decide if you choose to make it open or closed access survey.
Primary market research would probably need you to probe people about how they compare your game to current competitors in the same market. Asking about where they live finding common areas to advertise your product so it gets attention. Getting your product noticed is the no.1 priority ad bad advertising placement can make you waste a lot of money for nothing. Asking them where they most often see ads could be the most important thing because you have to be in their face so they at least know about it.
An example of Primary Research is NATPE and the Consumer Electronics Association (CEA) 'joint research study on consumers’ attitudes toward television viewing'.[2] It shows that 55% of millennials, those born roughly between 1980 - 2000, use television as their primary source of viewing and streaming video is to dominate their viewing preference. 'In the study, 51 percent consider subscription to Netflix “very valuable,” compared to 42 percent for broadcast channels, and 36 percent for cable subscriptions.' This type of research can be very beneficial because it would help creators of a show to consider streaming their program online for better viewership.
Secondary Research, in this subject, would mean to retrieve information and statistics from already completed surveys and tests from other companies, meaning data that had been published. For example books, circulation figures, internet, box office figures, web articles, etc. This is a much cheaper way of attaining research as most is found on the net from data gathering companies like Nielsen or written in web articles. Most publicly available research would be market research like box office figures and sales as both corporate companies and the general public are interested in. Articles that talk about the biggest selling game or whats No.1 on iTunes right now gives a consumer more incentive to watch it, play it etc. because they want to follow trends and see why something is be so popular, like The YouTube wonder Psy's Gangnam Style. But for big corporate companies like Sony or Warner Bros. this can decide the next step for an entire movie, scrapping screenplays that won't be received well, or pushing themes that would have never before been considered.
All this would be Quantitative its facts based on success of how well its done than how well its been received. The Transformers franchise are still grossing hundreds of millions but critics wave it off because its just explosions and chaos.
Qualitative research would come from reviews in newspapers and mostly online. Most papers review the current popular films so those films can quote them and 'validate' the film so people are likely to watch it. Other qualitative research would be in forums and fan sites online that comment a lot on how to improve games that are already out and what they like as video game industry have a strong fa base that want improvement and will respond to that.
Production research very different from the other types of research as it is about researching the game and how you are going to make it. Researching Pre-production, Producing and Post-production of your product. When creating a theme in a story it can take extensive research into the history or even creating a history. Learning and understanding about the place your filming on or basing your game off of is key as the more research you do the higher quality of the production will be. Christopher Nolan took extensive research in the actual science of black holes and worm holes creating his own set of rules in physics so he didn't have to 'cheat in cinematic narrative'. [3] Researching for your production could have you look and study actual locations, taking photos and filming in real time so you can imitate those visuals in animation or for game design or add special effects to already existing footage of a setting you've already shot etc. But this means you must know how big your production will be, whether it be a Indie film for he upcoming film festival or the next blockbuster to hit theatres. Though bigger is better, more money means pooling more into research and marketing.
Research is a fundamental part of creating a big production. It validates what your doing, justifies all the money that is put in because you create statistics that supports all the income that come from the film. Marketing is so much easier if you know how. Researching where people will be how they can learn about the new GTA game. Music has even found new ways of still being heard by being controversial using sensitive subjects like women empowerment over objectivity and Sia new music videos that use a young girl as a main focus. It takes more than just throwing ideas at a wall and seeing what sticks. Record Labels and big motion pictures can't afford that.
No. | Time and Date | Source |
[1] [2] [3] | 10:25 13/01/15 22:13 14/01/15 22:56 14/01/15 | BTEC Creative Media Text Book, page 42,43,44,45,46 http://www.iptv-news.com/2015/01/ces-2015-only-55-of-millennials-use-tv-as-primary-viewing-platform/ http://www.wired.com/2014/11/metaphysics-of-interstellar/ |