Xián PérezMarketing · Video games
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Individual academic research

Emotional marketing and players

The needs already exist;
marketing can amplify them.

My reading of the study: fun, escapism and community help inform what value to communicate. An interpretation of observed motivations, not a demonstrated causal relationship.

Reasons for playing · Selected results · scale 1–5 · dissertation fig. 5.3
My role
Study design, interviews, survey and analysis
What it shows
Listening to players · Research · Interpretation
Project type
Individual academic research

The decision I would propose

I would adapt positioning and messages to the observed motivations, avoiding artificial urgency.

Non-probability sample and self-reported data: associations, not causation or conclusions about all players.
Project details and scope
01 / 04Problem

Academic research: I distinguish observed results from proposed actions.

Main findings

MY MAIN INTERPRETATION

The needs already exist; marketing can amplify them.

I interpret marketing as an amplifier of existing motivations, such as fun, unwinding and community. This is an interpretation of the study, not a demonstrated causal relationship.

What does this mean for marketing?

EVIDENCE → RECOMMENDATION

Select a finding to see the decision it informs.

WHAT I OBSERVED

Fun and unwinding do not carry equal weight

83% agree with fun and 58% with unwinding: a difference of 25 percentage points in the sample.

WHAT I PROPOSE

Communicate the value of leisure, wellbeing and social relationships with nuance

The perceived balance is positive and coexists with interference with responsibilities. I propose neither exaggerating nor omitting the downside.

Communicate leisure's value with nuance

Interpretive relationship in the case; recommendations are not measured results.

View all findings

Fun and unwinding do not carry equal weight

83% agree with fun and 58% with unwinding: a difference of 25 percentage points in the sample.

Source: pp. 46–47 ↗

Nostalgia outweighs promotional stimuli

57% acknowledge nostalgia; its rating exceeds the reported influence of trailers and creators.

Source: p. 47 ↗

Critical awareness and unplanned purchases coexist

70% perceive companies using emotions; 58% report unplanned purchases once or several times. These are aggregate percentages: they do not necessarily identify the same people.

Source: pp. 47–48 ↗

Context and conclusion

Undergraduate dissertation in Marketing and Market Research at the University of León, focused on the player experience.

Leisure provides value and can also interfere with responsibilities.

Reading motivations and wellbeing together leads me to recommend communication acknowledging both sides of the experience; observed associations do not establish causation.

Source: pp. 47 y 51 ↗
Type
Academic dissertation · Sole author
Date
July 2026 · Academic year 2025/2026

My contribution

I conducted the entire study: designed it, interviewed four players, built the questionnaire and analysed 322 responses with IBM SPSS, then wrote the conclusions and recommendations.

My dissertation was supervised by Dr Ana Lanero Carrizo.

What the results show

Results by playtime

Switch variables; select a bar to view details.

Mean on a 1–5 scale · n = 322 · Hours played per week

Test across the five groups

ANOVA · F(4, 317) = 23.75 · p < 0.001

The overall test alone does not identify which pairs differ or establish causality.

View Tables 5.3 and 5.5 ↗

Perceived wellbeing is higher in groups with more playtime, with an intermediate drop at 15–21 h. This is association in the sample, not a causal effect.

Non-probability sample · Associations do not establish causation.

Why I started with interviews

Before building the questionnaire, I interviewed four players. I wanted to identify experiences and purchasing situations in their own words, rather than asking only about what I considered relevant.

From analysis to decision

  1. 01

    Interviews

    Four conversations to explore experiences and motivations.

  2. 02

    Questionnaire

    I translated research questions into variables and items.

  3. 03

    Survey

    I collected 322 valid responses.

  4. 04

    Statistical analysis

    I analysed the data with SPSS.

  5. 05

    Interpretation

    I distinguished associations from causal explanations.

  6. 06

    Recommendations

    I connected findings to proposed decisions.

Selection and qualitative analysis

Purposive selection of regular players, a semi-structured interview guide and thematic analysis of responses.

Source: pp. 34–37.

Recommendations and their rationale

  1. Activate authentic nostalgic connections to the franchise or product

    57% acknowledge nostalgia, and interviewees link it to their history with the product.

    Source: pp. 47, 56, 59.
  2. Avoid monetisation based on artificial urgency or mandatory daily logins

    Low aggregate acceptance of FOMO and association with mission pressure. Critical awareness does not eliminate unplanned purchasing.

    Source: pp. 48, 49, 58, 59, 60.
  3. Pay attention to players with more playtime and frequent purchases

    Marketing, consumption and conflict with responsibilities vary with hours played.

    Source: pp. 51, 53, 54, 59, 60.
  4. Communicate the value of leisure, wellbeing and social relationships with nuance

    The perceived balance is positive and coexists with interference with responsibilities. I propose neither exaggerating nor omitting the downside.

    Source: pp. 48, 49, 59, 60.

Full paper and excerpts

Full 83-page dissertation, questionnaire, interview guide and analysis tables. Dissertation grade: 10/10.

Open the full paper ↗
View more excerpts
Chart 5.3: means and agreement percentages in the sample. Dissertation, p. 47.
Table 5.3. Means on a 1–5 scale and group sizes; non-probability sample. Dissertation, p. 51.
Table 5.6. Exploratory regression; does not imply causal relationships. Dissertation, p. 55.

Limitations and learning

Scope of the conclusions
  • Non-probability sampling and self-reported data: exploratory results, not generalisable to all players.
  • Cross-sectional, correlational design: cannot establish causation. The four interviews provide depth, not representativeness.
  • The age categories in table 5.1 total 320 cases against the stated 322 valid responses. Because of that discrepancy, I draw no conclusions about age distribution.

Combining interviews and a survey helps interpret responses. It also requires distinguishing association from causation and checking which measures form consistent scales.

A PIECE OF THE WORK

Playing motivations: original dissertation chart

The dissertation chart compares participants' stated motivations.
What decision this chart informs

Fun and unwinding carry different weights in the sample. I use that difference to refine the value proposition; I do not assume all players seek the same thing or that association proves causation.

Next projectGrupo Enxebre
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Project detail

Original documents in Spanish. CV available in Spanish and English.