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One of the many advantages of working with WIN is that you can benefit from all the exceptional and unique products offered by each Member. Dedicated to improving and expanding our business, WIN Members share their knowledge and expertise with one another to offer the best solution and service each and every time.

Here are some of the Products our Members have to offer.

The Gallup-Impact Test

Gallup Austria presents the Impact-Test which is based on a method developed by Gallup & Robinson in the 30’s. The Impact-Test has been developed especially for posttesting of TV, posters, cinema and Radio. Checking most of the TV campaigns since the 1970, the database has built up to more than 11,300 spots. 

 

Survey Elements: 

  • Recall

    • Spontaneous Recall

    • Product aided Recall

    • Brand Recall

  • Impact

  • Reproduced visual and textural elements

  • Message ReceptionAssociative background

  • Acceptance

  • Contact frequency (TV, Radio)

  • Recognition (Print)

 

Definition of the Impact Rate: 

The Impact Rate is the percentage of persons having been in contact with medium during the period of appearance who correctly state visual or textual elements that can identify the commercial in question and so “prove” the commercial’s reception. 

 

G@me

Doxa presents the first multi-client online gaming research product. G@me analyzes in detail the market of online gaming and betting from the perspective of the actual and the potential dimension and identifies the characteristics, attitudes and correlations of the actual and potential player. 

 

The objects of the survey are to: 

  • Estimate the level of demand for online gaming and betting (categorized by game type) 
  • Estimate the level of interest for online gaming and betting for actual players as well as non-players (categorized by game type) 
  • Define the profile of the online gamer or better 
  • Estimate the level online gaming and betting expenses 

 

Survey Analysis 

The following areas are analyzed through G@me: 

Market Analysis 

  • Definition of the target player (online or off-line) 

  • Level of familiarity with online gaming and betting sites 

  • Type of game or bet played 

  • Potential demand (off-line player and non-player) 

  • Interest and attitude towards online gaming and betting in general

Profile of the Online Gamer or Better 

  • Social and demographical analysis 

  • Shared Analysis 

  • Internet usage 

  • Video game usage 

  • Choice of website 

  • Game mode (single layer vs. multi-player) 

  • Frequency  

  • Spending average 

  • Usage time 

  • Payment method 

  • Attitude towards the different types of game 

  • Other potential interests 

Perception of Online Gaming and Betting (for players and non-players) 

  • Legal perception of online gaming and betting 

  • Knowledge of online gaming and betting regulations 

  • Potential elements that could influence or favour online gaming or betting 

Methodology

G@me is a quantitative research product and is conducted through two different modalities: CATI (Computer Assisted Telephone Interview) and CAWI (Computer Assisted Web Interview). This allows for a more in-depth analysis as much for the online player as the non-player. 

ILOR - Logo Recognition Test

Isopublic presents a Logo Recognition Test based on 1000 representative face-to-face interviews. The test determines which companies and brands are associated with a specific logo. 

“On this card you can see a row of logos which represent a range of brands, companies 

and organisations.. Can you please tell me what each logo represents, which brands you 

associate it with and what kind of company it is?" 

 

Kids&Co

Doxa presents the most extensive research system dedicated to the world of 0-18 year olds

 

Experience 

Doxa Junior© has been the reference research on the market since 1989 

Life Cycle Approach 

A system of surveys from 0 to 18 years old which involves parents, children and youth, depending on ages and objectives 

Diversified and Customised Offer 

Our multi-client Junior, Baby and Teens quantitative research offer goes along with qual-quant studies, semeiotic analyses and in-depth scenario analyses 

 

Doxa Junior© is the reference research on the market and it is used by companies operating in the most varied industries for their strategic plans for the youth target. It offers in-depth analysis of the world of young people aimed at understanding media usage, consumption behaviours and sociality issues of the 5-13 year olds. 

 

LSM - The Lost Sales Monitor

The Lost Sales Monitor (LSM) is a tried-and-tested methodology developed by ICM.  It has been successfully applied to a wide variety of different markets over a period of more than 10 years. 

 

The Decision Maker Purchasing Research (LSM) would focus on the process that customers go through when making considered purchases – financial products (mortgages, pensions, insurance), cars or technology.  This purchase process involves the usage, consideration and rejection of alternative products / sales channels (i.e. store / online / telephone), and includes both client and competitor brands.   

 

A key strength of the LSM is that is focuses on what customers ACTUALLY DID during the purchase process, as opposed to what channels they think they will use in the future.

  • The LSM provides information for client and other brands in the market allowing us to see the strengths and weaknesses of the clients product and available purchase channels, benchmarked against those of other brands / sales channels within the consideration process.
  • The LSM provides qualitative diagnostic information so that we always know WHY a given channel has been rejected and any areas of weakness can be addressed.
  • A Lost Sales Monitor focuses on why people drop out of the purchase process at varying stages, rather than why they bought (although it will investigate the reasons for buying via a given channel). 
  • An LSM is actionable because it identifies problems that need to be overcome in order to improve levels of consideration for different channels and also improve conversion from consideration to purchase.

     

PSM - The Price Sensitivity Meter

Leger Marketing's Price Sensitivity Meter, a derivative of the van Westendorp method of optimal pricing, measures customer response in a way that generates insight into implicit quality perception or value perception associated with a service at a range of price alternatives. A number of significant measures of pricing dynamics emerge from the application of this research technique, namely:  

  • The degree of “indifference” or “sensitivity” that consumers demonstrate at alternate prices;
  • The degree of behaviourally-related “price resistance” that occurs at alternate price points;
  • The optimum price for maximum price-driven market potential; and
  • The optimum price for maximum revenue generation.

     

 

RSC - The Relationship Score Test

The Relationship Score was created by BVA in 2004, to evaluate the relationship between brands and costumers. 

  • Covering several sectors of activity, to:
    • Assess the quality of the relationship developed by brands
    • Compare how brands perform:
      • Within the same sector
      • All sectors taken together

Quantitative approach: samples of customers of the evaluated brands (purchase/contact with the brands in the recent months) 

 

Questionnaire: nearly 30 questions covering the customers « experience » 

 

5 main dimensions:  

  • "The feeling of being treated as a good customer" conveys the perception of on the whole being a preferred customer
  • "Empathy" evaluates the strength of the relationship between customers and service providers (attachment, recommendation)
  • "Proximity" relates to the consideration given to individual requirements and a customized service
  • "Quality of Service/After-Sales Service" groups together the quality of service when handling complaints or problems
  • "Information-Advice" covers information/communications together with assistance/advice policies

     

 

SCIF - Shopper-Centric Information Flow

SCIF PANEL provides consumer goods manufacturers with information essential for formulation of effective marketing strategy. This business intelligence tool makes it possible to ascertain the competitive situation, as well as structural changes in the market, and to identify business opportunities. 

 

SCIF Tracking is a syndicated brand tracking tool based on verified purchase of individual shopper. 

It is an effective way of understanding your brand strength and competition.

 

  • Tracking product categories and brand performance over time with high speed of data delivery in any pre-determined time periods 

  • Monitoring Brand Health Indicators, such as number of new, lapsed, frequent / infrequent,  and repeat buyers, etc., based on verified purchase 

  • Explicit identification of target audience with direct link to demographics, life-style, psychographics, and media preference of shoppers and end-users. 

  • Understanding purchase behavior changes: brand switching, loyalty increase, etc. 

  • Verified consumer response to advertising campaign 

 

The WebPerform

Leger Marketing, in collaboration with University of Montreal (HEC) Chair of e-commerce has developed a new diagnostic tool that looks at the factors that have the most impact on Website navigation. 

  • To make diagnostics for your website and identify its strengtts and weaknesses
  • To compare your results to those of the 100 most visited websites in Canada
  • To compare your results to those of your competitors
  • To measure your website according to reliable and  valid parameters :General impression, aesthetics, interactivity, quality of content, security, usability 

            The WebPerform allows to measure and compare websites according to each of the 6 dimensions as well as the 26 items that comprise them.

Cross triangulation of three methods:

  • Protocol analyses
  • Log analyses
  • Questionnaire

 

Step 1:  The questionnaire 

Five Dimensions= 19 items :

  • Ease of use
  • Design
  • Trust
  • Quality of information
  • Flexibility and personalization

 

Step 2: Each consumer is asked to perform a given task (or several tasks):

  • Concurrent verbalizations are taped (AVI)
  • Navigation streams are taped as well
  • Done in lab or at distance

 

We look at:

  • Page sequence
  • Time
  • Task Completion
  • Number of Dead ends