This paper will examine new enabling tools in the manner of games that can be used to convert and enrich the conventional focus group discussion. This shall be demonstrated using a couple of case studies from Indonesia.
The use of games as a part of the qualitative toolkit, contrasting their use in market research with user experience, service design and design thinking, is addressed in this paper. The relevance of games and potential in Asia-Pacific is showcased trough the games and play that were used to better cased trough the games and play that were used to better understand motivations and behaviour in the finance sector in Indonesia. Furthermore demonstrated is how games are particularly relevant for Asia, that they reveal what Behavioural Economics states, and are a mechanism for teams to not just communicate new ideas but for stakeholders to vividly experience themselves.
A key question for Asian retailers is the degree to which 'soft factors', such as shopper reactions to branding or in-store experiences, impacts satisfaction and shopper spend. In Indonesia, answering this question is complicated by the respondent's tendency towards 'top-box bias' in rating stores. We examine the impact of the shopper's underlying emotional reaction to a convenience store visit on key outcome measures (e.g. spending, products bought, chain preference). Combining results from a quantitative survey with unique facial-imaging based measurement of shopper reaction, clarifies the interaction between stated reaction to the visit and visit outcomes. We show that Indonesian retailers can derive real benefit from improved chain imagery and that mobile facial imaging provides unique shopper insight.
In 2013, DEKA Marketing Research, in collaboration with Gordon & McCallum undertook a series of research studies designed to better understand the growth in use of this channel, and provide in-depth insight into the way customer engage with such stores. The research combined qualitative quantitative survey and mobile based "neuro-research" (facial imaging) phase. As a result researchers were able to obtain a wide range of inputs to understand convenience store shoppers.