Testing your games before entering the market is always an important way to control the risk. Especially in big mobile game markets such as Japan or China (both takes 25% share of global mobile game market), a proper and critical test marketing evaluate the performance of your game and ensure the success in that market.
Sidora Marketing provides a 10-member team composed of professional Japanese gaming media journalists, game producers and game players with long playing experience to help you evaluate your game for Japanese market in an efficient and effective way with a reasonable price. Please e-mail us for further details: info [at] sidora.fi.
Here we demonstrate an example we did for a story game app, where the tester team is another team we have for English learning products.
|Plan production||Example of testing marketing plan
|Questionnaire||Example of questionnaire
|Result summary||Example of testing result summary
※We provide another team with members from Japanese game industry for general game testing.
The overall evaluation is fairly good. Total satisfaction is 3.6/5, and most of the keywords related to satisfaction are “Cute”, “Creative”, “Feeling good”. On the other hand, 3 testers pointed out that the content is too little, which may be the reason why play time was relatively short: 1.3 hours in average. 3 testers stated that the app is better for kids.
Unfortunately, most testers didn’t think it so effective for English learning due to some reasons such as “Not able to check those unknown words in the app” or “Difficult to catch up the speed of the speaking”, and the points that represent how testers felt if they can learn English from the app. is around 1.9-2.4/5. Nevertheless, testers like to learn with interactions and movement: 4.4/5.
Most testers expressed highly positive response in app evaluation. In the aspect of basic elements in app quality, Sound effects, visual graphics and coloration were evaluated with high grades: 3.8, 4.4 and 4.1/5 together with comments: “Good atmosphere” and “Very good experience”. The estimated average feasible price for the app was 2.1 EUR.
The best target in Japan is considered to be kids who are learning English. With the children fitting graphics, stories and interactive interface, the app is estimated to be able to attract huge attentions from parents and English schools.
The second potential target is English learning adults ranging from college students to office workers. Although the nice graphics and interactive interface can bring impact to this group, the English learning assistance in the app is not enough yet.
The first potentially important goal for power-up (improvement) is the add function for English learning: Dictionary, translation and speaking speed adjustment.
The second potentially important step for power-up is more contents, which may mean to have 3 chapters so that users can stay with the app for longer time (with brighter stories in chapter 2, 3).