Gaming user research
Why players stay,
pay and leave.
Player interviews at scale, recruited by genre and platform, in every launch market, with play sessions and a moderator that asks why.
Telemetry shows what players did on day one. Only players can tell you why they never opened day two.
Gaming user research and player research for studios and publishers: games user research interviews, playtest interviews with screen share, and surveys, recruited by genre, platform and spend.
What studios ask
Questions we hear
every week.
First session
Where do new players get lost, bored or confused?
Churn
Why did lapsed players stop, and what would bring them back?
Monetisation
What feels worth paying for, and what feels like a trap?
Live ops
Did the new season land with core players and newcomers alike?
Example study
What a study looks like.
“Why do players quit before level 5?”
- Who
- 40 players who installed in the last two weeks and stopped, across three markets
- Method
- AI interviews with a short replay of the tutorial
- Timing
- Launched Monday, report Tuesday
What came back
The second tutorial felt like a repeat of the first.Named by 23 of 40
Players who joined a friend in session one kept playing.Social start was the strongest signal
The first shop pop-up arrived before players cared.Strong negative tone in 15 sessions
Illustrative example based on typical studies.
Keep exploring
Related: Usability testing, Voice of customer and Surveys.
About gaming research.
What is gaming user research?
Research with players about why they start, stay, pay and leave a game: first-session experience, difficulty, social play, monetisation and live-ops events.
Can you recruit players by genre and platform?
Yes: by genre, platform, spend level, hours played and the games they play now, in the markets you launch in.
Can players play during the interview?
Yes. Players share their screen while they play and talk, and the AI moderator asks about what just happened.
How do you research monetisation without leading players?
By asking about real recent purchases and non-purchases, not hypothetical prices, and by pairing interviews with a survey on value perception.
Which languages?
Many languages, so a global soft launch can be researched in each market at once.
Talk to your players
before the next update.
Free to start. No credit card. Video on this site is licensed stock footage of real people.