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I am interested in demographics of people who actually play my game. Here are few assumptions I made:

  • Players, especially the younger ones, are often not the buyers (or downloaders in case of freemium) and I don't think I can get data about buyers anyway
  • Games targeted to a certain audience can be played by completely different group in the end (Pokemon vs. Call of Duty)

The closest I can get is to probably get a similar game that already has demographics data. But how did they get the data?


I have read the following questions:

These questions give me some data, but not the way how were the data obtained. Also some of the links are already invalid.

I am interested in demographics of people who actually play my game. Here are few assumptions I made:

  • Players, especially the younger ones, are often not the buyers (or downloaders in case of freemium) and I don't think I can get data about buyers anyway
  • Games targeted to a certain audience can be played by completely different group in the end (Pokemon vs. Call of Duty)

The closest I can get is to probably get a similar game that already has demographics data. But how did they get the data?


I have read the following questions:

These questions give me some data, but not the way how were the data obtained. Also some of the links are already invalid.

I am interested in demographics of people who actually play my game. Here are few assumptions I made:

  • Players, especially the younger ones, are often not the buyers (or downloaders in case of freemium) and I don't think I can get data about buyers anyway
  • Games targeted to a certain audience can be played by completely different group in the end (Pokemon vs. Call of Duty)

The closest I can get is to probably get a similar game that already has demographics data. But how did they get the data?


I have read the following questions:

These questions give me some data, but not the way how were the data obtained. Also some of the links are already invalid.

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MartinTeeVarga
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I am interested in demographics of people who actually play my game. Here are few assumptions I made:

  • Players, especially the younger ones, are often not the buyers (or downloaders in case of freemium) and I don't think I can get data about buyers anyway
  • Games targeted to a certain audience can be played by completely different group in the end (Pokemon vs. Call of Duty)

The closest I can get is to probably get a similar game that already has demographics data. But how did they get the data? I am not interested in the pre-sales research. I don't need to target advertisement or anything. I can also make assumptions based on general data. But to make the game better in every update, I want to know, who are the people who play it.

My game is mobile, but please don't limit your answers to that.


I have read the following questions:

These questions give me some data, but not the way how were the data obtained. Also some of the links are already invalid. The only idea that I can use is that I might be able to get some data through in-game purchases. But think I won't be able to get the data about the person directly (it's probably illegal anyway).


What I was thinking is a psychology approach. Create a set of special items that appeal to certain groups of people. One time powerful items that will give a bonus to gameplay or items that change the look and feel of the game. Would that work? If yes, how do I design such items?

I am interested in demographics of people who actually play my game. Here are few assumptions I made:

  • Players, especially the younger ones, are often not the buyers (or downloaders in case of freemium) and I don't think I can get data about buyers anyway
  • Games targeted to a certain audience can be played by completely different group in the end (Pokemon vs. Call of Duty)

The closest I can get is to probably get a similar game that already has demographics data. But how did they get the data? I am not interested in the pre-sales research. I don't need to target advertisement or anything. I can also make assumptions based on general data. But to make the game better in every update, I want to know, who are the people who play it.

My game is mobile, but please don't limit your answers to that.


I have read the following questions:

These questions give me some data, but not the way how were the data obtained. Also some of the links are already invalid. The only idea that I can use is that I might be able to get some data through in-game purchases. But think I won't be able to get the data about the person directly (it's probably illegal anyway).


What I was thinking is a psychology approach. Create a set of special items that appeal to certain groups of people. One time powerful items that will give a bonus to gameplay or items that change the look and feel of the game. Would that work? If yes, how do I design such items?

I am interested in demographics of people who actually play my game. Here are few assumptions I made:

  • Players, especially the younger ones, are often not the buyers (or downloaders in case of freemium) and I don't think I can get data about buyers anyway
  • Games targeted to a certain audience can be played by completely different group in the end (Pokemon vs. Call of Duty)

The closest I can get is to probably get a similar game that already has demographics data. But how did they get the data?


I have read the following questions:

These questions give me some data, but not the way how were the data obtained. Also some of the links are already invalid.

Removed marketing tag, probably not related.
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MartinTeeVarga
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MartinTeeVarga
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MartinTeeVarga
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