
Electronic Arts: Assessing Customer Satisfaction
Lead Research Analyst & Strategist
Timeline
Spring 2024 (Finalized Apr 18, 2024)
Tools Used
Microsoft Excel (Pivot Tables, Descriptive Stats, T-Tests, Chi-Square), Google Forms, Content Analysis
Key skill
Peer Leadership, Executive Presentation, Data Storytelling, Cross-Functional Collaboration
The Challenge
- The Revenue vs. Reputation Gap: Electronic Arts is a multi-billion-dollar industry leader, yet it consistently ranks among the lowest-rated companies for customer satisfaction. Our five-person team set out to measure what was actually driving that gap.
- Turning a Question into Testable Hypotheses: We framed the problem as three hypotheses connecting customer satisfaction, game quality drivers, and brand-recommendation likelihood, so the answer would come from data and not opinion.
- Accounting for Data Bias: Online sentiment about EA is skewed by vocal “echo chambers,” so we paired our survey with a content analysis of industry coverage to confirm our findings independently.
The Strategy
- Survey Design & Data Collection: I co-designed a 15-question survey in Google Forms and helped collect 50 responses through classes, personal networks and gaming subreddits.
- Data Prep in Excel: I coded survey responses, built pivot tables and descriptive statistics, and created dummy variables (for example, frequent vs. non-frequent gamers) to set up group comparisons.
- Statistical Testing: I ran two-sample T-Tests and a Chi-Square test in Excel at a 95% confidence level to see which relationships held up.
- Cross-Validating with Content Analysis: I reviewed coverage from IGN, Kotaku and other outlets, which confirmed complaints about server stability and repetitive sequels independently of our sample.
The Results
- Satisfaction Drives Recommendations: Satisfied customers’ likelihood to recommend EA averaged 3.59 out of 5, compared with 2.06 for dissatisfied customers, a statistically significant difference (p<.001).
- Online Play Is the #1 Quality Driver: 68% of respondents ranked “online playing experience” as what makes a quality game, so our top recommendation was a company-wide server overhaul.
- Customer Service Gap Quantified: 79% of respondents who had contacted EA support rated the experience neutral or worse, which supported our recommendation to retool customer service.
- Letting the Data Rule Out Assumptions: Two hypotheses weren’t supported. Play frequency didn’t affect satisfaction (p=.26), and loyalty wasn’t tied to favorite franchise (p=.57). That kept our recommendations focused on what the data actually showed.
- Executive-Ready Reporting: I turned our statistical outputs into charts and wrote an 18-page report, including a limitations section on sample size.
