OTT, Gaming and Media Audience Research in India: Screeners, KPIs and Costs
How to survey OTT subscribers, mobile gamers, music and short-video users in India: screeners, KPIs, MaxDiff content tests, sample sizes and costs.
In shortYes, Hercules Works can survey OTT, mobile gaming, music and short-video users, because SuperJ members are general consumers who use smartphones. Target by city, age, gender and NCCS, then screen on platform use in the last 30 days, weekly hours and paid versus free. These audiences are online, but the panel is smartphone users in India only. Ask for a feasibility count first.
Contents
- Media audiences are defined by use, not by demographics
- How a Study Reaches Media and Gaming Audiences
- Screener Questions for OTT, Gaming and Music Studies
- KPIs and Questions That Matter for Media Audiences
- India Facts a Media Researcher Needs
- Worked Example: A MaxDiff Content Test, Incidence and Cost
- What to Ask Any Panel Provider About Media and Gaming Audiences
- Honest Limits
- Running This Study on Hercules
- Frequently asked questions
- Related guides
Media audiences are defined by use, not by demographics
A 24 to 35 year old in Bangalore could stream daily, game on weekends, or do neither. Age and city narrow the field, but only a screener on recent platform use tells you who is in your audience. This guide gives that screener, the KPIs that matter (reach, frequency, churn reasons, content preference), a MaxDiff worked example with costs, India facts from regulators and the FICCI-EY report, and the checks to put to any panel provider.
How a Study Reaches Media and Gaming Audiences
SuperJ members are general Indian consumers who come to the app, take surveys and earn rewards, so people who stream, game or watch short video are among them. No platform, genre or game-type field is documented, so ask which behavioural segments exist and always screen.
Targeting. Fields and quotas are set out in how audience targeting works and the guide to surveying any audience.
Cells. Use in-survey over-quota routing to close a cell, such as paid users, when it fills, so one group does not fill the sample. Ask the team which screener answers can carry a quota.
Screener Questions for OTT, Gaming and Music Studies
Ask by platform type first and by named platform second. Rotate the platform list and include your competitors.
| # | Question | Answer options | Qualifying rule |
|---|---|---|---|
| 1 | In the last 30 days, which have you used? | Video streaming app; music streaming app; short-video app; mobile games; console or PC games; none | Pick your formats. Screen out "none" |
| 2 | Which of these video apps did you watch in the last 30 days? | Your platform and 4 to 6 others, rotated; other; none | Platform-user cell for each one picked |
| 3 | Hours per week on it | Under 2; 2 to 5; 5 to 10; 10 to 20; over 20 | Light, medium, heavy bands. Quota on them |
| 4 | How do you access it? | Pay for it myself; shared account; employer or telecom bundle; free with ads | Paid, shared and free cells |
| 5 | Did you cancel or stop paying for any app in the last 12 months? | Yes; no | Yes for the churn module |
| 6 | What kind of mobile games did you play in the last 30 days? | Casual puzzle; sports or racing; strategy; e-sports title; social or quiz; none | Pick your genre. Match to permitted formats |
| 7 | Did you spend money inside a game in the last 30 days? | Yes; no | Yes for a payer cell |
| 8 | Have you ever been paid to work on games, streaming, ads or surveys? | Yes; no | Screen out "yes" |
Question 3 gives you light, medium and heavy bands, so a few heavy users do not set the average for everyone. Question 4 matters because a paid account can have many viewers, so ask who pays. Because online money games are now prohibited in India (see below), build gaming screeners around permitted formats, and take legal advice before you word any question about money games.
KPIs and Questions That Matter for Media Audiences
| KPI | How to ask it | How to read it |
|---|---|---|
| Reach | Platform used in last 30 days, from a rotated list | Share of your sample, not a metered audience. State the base |
| Frequency and time | Days per week and hours per week by band | Compare light, medium and heavy users, not just the mean |
| Paid versus free | Who pays, how many apps paid for | Subscription stacking: count apps paid per person |
| Churn reasons | Multi-select, then "which was the main one?": price, not enough new content, one show finished, ads, a bundle ended | Rank the main reason. See the churn survey guide |
| Content preference | MaxDiff across 10 to 12 genres, formats or languages | Utilities rank what people choose between, which ratings cannot do |
| Willingness to pay | Price range questions with a Van Westendorp design | A range that people accept, not a forecast |
| Ad tolerance | Attitude scale on ads in free tiers | Compare free users to paid users |
Reach here means stated use among panel members. It does not replace a metered audience measure. For social platform use among one professional group, see our social media usage study. For an ad creative test on a smartphone audience, see the ad testing guide.
India Facts a Media Researcher Needs
Subscriptions are large, and they are subscriptions, not people. The FICCI-EY Media and Entertainment report 2026 (EY press release, March 2026) says digital media crossed INR 1 trillion for the first time, "Paid video subscriptions rose to 216 million, spanning 143 million households in India", and paid music subscriptions rose 37% to 14.4 million. One household can pay for several apps, so the household count and the subscription count differ. That gap is what your "apps paid for" question measures.
Gaming changed in August 2025. The Promotion and Regulation of Online Gaming Act, 2025 prohibits all forms of online money games, whether of chance, skill or a mix (PIB, 18 March 2026). It also covers advertising and related payments, and it provides for the recognition and promotion of e-sports and online social games. The same release says "The segment saw a 17% decrease following the ban on money gaming that took effect from August 2025" and that in-app purchases in video games rose by 15%. Check whether any older gaming figure you rely on includes money games.
Connectivity defines who is online. TRAI's highlights for August 2026 report 1,010.28 million broadband subscribers (without M2M cellular connections), of which 961.65 million are wireless. Rural areas hold 41.04% of total telephone subscriptions. These are connections, not people, and one person may hold several.
Language is a screener question. We have not verified a published language split for streaming in India, so ask about preferred content language instead of assuming it.
Worked Example: A MaxDiff Content Test, Incidence and Cost
Illustrative study: which of 12 content types do paid-streaming users want more of? You want 400 completes of people who pay for a video app themselves.
Design. With 4 content types per screen over 8 screens, each person sees each type about 8 × 4 ÷ 12 = 2.7 times on average. Across 400 people, each type appears about 400 × 8 × 4 ÷ 12 = 1,067 times. The builder supports MaxDiff. Confirm the task count and balance there.
Precision. At 95% confidence and 50%, 400 completes give 1.96 × √(0.25 ÷ 400) = 4.9 points. If you split into 200 paid and 200 free-only users, each cell is 1.96 × √(0.25 ÷ 200) = 6.9 points.
Incidence. The term is defined in the audience hub guide. The rates below are assumptions, not panel data.
| Audience | Assumed incidence | People who must enter the screener for 400 completes |
|---|---|---|
| Paid video-app users | 30% | 400 ÷ 0.30 = 1,334 (rounded up) |
| Mobile gamers who spent in-game money | 15% | 400 ÷ 0.15 = 2,667 (rounded up) |
| Paid music-app users | 5% | 400 ÷ 0.05 = 8,000 |
Screened-out respondents do not count towards a response bundle. The rarer the audience, the more you rely on a feasibility count. A 5% audience might fill slowly, or not at all in a small city.
What to Ask Any Panel Provider About Media and Gaming Audiences
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Paid-user feasibility. "How many people who pay for a video or music app themselves, in [cities, ages]?"
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Hours bands. "Which screener answers, such as hours per week or paid versus free, can carry a quota?"
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Platform lists. "Do you rotate platform options and include competitors, so no brand is favoured?"
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Heavy users. "What duplicate checks apply to heavy, frequent survey takers?"
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Money games. "How are questions on money games handled after the 2025 Act?"
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Non-mobile viewing. "How do you cover people who watch mainly on a TV set or console?"
Generic checks are in verified survey respondents and survey data quality.
Honest Limits
Every respondent is a smartphone user. For OTT, gaming, music and short video that is usually an advantage, because these audiences are online, but it still biases results towards mobile-first behaviour. People who watch mainly on a TV set or a console, or who have no smartphone, are under-represented, so mobile-first habits may look more common than they are. The panel is India only. Stated reach is not metered reach, so treat survey shares as sample shares. Small or niche audiences may fill slowly.
Running This Study on Hercules
For a content-preference MaxDiff among smartphone-using streaming subscribers, the example above costs this at list price.
| Step | Plan | Responses | Price per response | Cost |
|---|---|---|---|---|
| Test the questionnaire | Free | 30 | ₹0 | ₹0 |
| Small pilot | Plus | 100 | ₹150 | ₹15,000 |
| MaxDiff content test | Pro | 400 | ₹120 | ₹48,000 |
Pro is sold in bundles of 400 to 1,000 responses and Enterprise pricing is custom: see pricing. SuperJ has a 25M+ consumer footprint of which the survey-eligible panel is a subset. Verification and quality checks are on the panel methodology page.
Frequently asked questions
Can I survey OTT subscribers in India?
Yes, through a screener. Ask which video apps people used in the last 30 days and who pays, then qualify paid users. There is no profile field for a named platform, so ask for a feasibility count for your exact audience.
How do I reach mobile gamers in India?
Ask which game types people played in the last 30 days and how many hours a week. Online money games are prohibited under the 2025 Act, so build the screener around permitted formats such as casual, e-sports and social games.
How do I separate paid and free users?
Ask how each app is accessed: pay myself, shared account, employer or telecom bundle, or free with ads. Use in-survey over-quota routing to close a cell when it fills, and ask the team which screener answers can carry a quota.
What should I measure for streaming churn?
Ask who cancelled in the last 12 months, give reasons as a multi-select, then ask for the main reason. Add apps paid for and willingness to pay. Our churn survey guide covers the question set.
How do I test which content people prefer?
Use MaxDiff over 10 to 12 genres, formats or languages. 400 people on 8 screens of 4 items gives each item about 1,067 appearances. The builder supports MaxDiff.
Is a smartphone-only panel a problem for OTT research?
Less than for most categories, because these users are online. It still leans towards mobile-first viewing and misses TV-only or console-only households. State that in your report.
What does an OTT or gaming audience survey cost?
At list price, Plus is ₹150 per response from 100 responses, and Pro is ₹120 per response in bundles of 400 to 1,000. 400 responses on Pro is ₹48,000.
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