Methodology
Live Survey DataGEPSI does not calculate global popularity by simply adding all participants together. Preference is first calculated within each country. Continental and global scores then use equal-country weighting to reduce distortions caused by differences in national sample sizes.
- 1Individual ResponsesEach valid submitted respondent selects titles (multi-select).
- 2Country Selection %Respondents in a country who selected the game ÷ valid respondents in that country.
- 3Minimum Sample ValidationCountries below the minimum number of valid respondents are excluded as Insufficient Data.
- 4Country NormalizationEach country becomes a percentage, removing sample-size differences.
- 5Equal Country WeightingEvery eligible country has weight 1, regardless of respondent count.
- 6Continental IndexMean of eligible country scores within the continent.
- 7Global IndexMean of all eligible country scores worldwide (not a mean of continents).
Worked example
South Korea: 600 of 1,000 respondents select Game A = 60%.
China: 50,000 of 100,000 respondents select Game A = 50%.
For continental aggregation, South Korea weight = 1 country and China weight = 1 country. The index averages across eligible countries, not respondents — a larger participant count never increases a country's weight.
A game receiving zero selections in an eligible country contributes 0% to the average — it is not treated as missing data. Fan Preference and Event Selection are calculated completely separately.
Demographic & Time Filters
When demographic or time filters are applied, preference is recalculated within each country's filtered respondents before equal-country weighting is applied. Eligibility is re-checked for every filter and every time period.
Age 18–24 example: Korea 60 / 100 = 60%, Japan 40 / 100 = 40%. Regional index = (60 + 40) / 2 = 50% — the average of eligible country scores, not 100 / 200 pooled respondents. Groups smaller than the minimum public cell size are shown as Insufficient Data. Methodology version: GEPSI-M1.
GEPSI-S1 Structural Suitability Model
Research-derived Delphi model with five criteria. Experts rate each criterion on a 1–5 Likert scale; the official score uses the research weights below (not equal weighting).
| 1 | Esports Ecosystem Activation | 1.14 | 20.88% |
| 2 | Copyright / Licensing Ease | 1.14 | 20.88% |
| 3 | Dedicated Observer Mode | 1.14 | 20.88% |
| 4 | Global Popularity | 1.04 | 19.05% |
| 5 | Online Competitive Environment Stability | 1.00 | 18.32% |
| Σ | 5.46 | 100% |
SSI (1–5) = Σ(mean rating × weight) ÷ Σ weight, Σ weight = 5.46. Display score (0–100) = (SSI − 1) ÷ 4 × 100.
The Delphi study weights the five SSI criteria only. It does not establish a PESI/SSI weighting, so any PESI + SSI composite is shown only as a scenario / sensitivity analysis.
Host Market / Event Fit is not part of GEPSI-S1.
Data Limitations
- GEPSI is a voluntary participant survey.
- Results represent GEPSI respondents, not national population estimates.
- Country normalization reduces distortion from unequal national respondent counts.
- Equal-country weighting gives every eligible country the same weight.
- Small filtered groups may be suppressed.