Gaming Case Study

In: Other Topics

Submitted By palacticos
Words 1380
Pages 6
This research is for academic purposes only. It forms part of my PhD. All responses are strictly confidential and for research purposes only.

Gaming Questionnaire

Name (optional):
| |

Occupation:
| |

Age:
|Under 18 |18-21 |21-25 |25-30 |30-35 |Over 35 |
| | | | | | |

Gender:
|Male |Female |Other |
| | | |

Living Status:
|With parents |Student accom |Renting with others |With partner |On own |With friends and partner |Other |
| | | | | | | |

Relationship status:
|Single |Partnered |Co-habiting |Other |
| | | | |

How many other people do you live with?
| |

Their age(s):
|…...

Similar Documents

Lego Case Study

...LEGO CASE STUDY Discussion Question: Q.1: How did the information systems and the organization design changes implemented by knudstorp align with the changes in business strategy? Advances in the field of information technology and introduction of new hi-tech form of entertainment such as tablets and gaming consoles had left Lego trailing in the entertainment field. Jorgen Vig Knudstorp was appointed as the CEO to revamp the company’s business process, organization structure and information systems. Knudstorp was quick to act and first made changes in the company’s production process. He encouraged designers to use the unused components in development of new products and design, thus reducing the number of unused components and reduced losses as the cost of production of each unit was very expensive. Lego created a new strategy to broaden the product range and target a new customer segment. Earlier Lego used to develop products which primarily targeted boys; with this new strategy they started developing products keeping a larger segment into perspective. They started developing products based on movie themes. Most drastic changes came in the organization structure at Lego, switching the employee pay structure, providing incentive for innovative product designs. Lego also started developing video games thus targeting a new segment of customers. All these changes in the business aspects of the company led to an increased revenue, increased demand and growth in the number......

Words: 1246 - Pages: 5

Case Study –

...Executive Summary Introduction Sony Corporation in Brief Sony Products Sony Promotion Sony Place (Distribution) Sony Price Suggestion on The Current Marketing Mix Bibliography In brief, this assignment is concerned about marketing management. It covers in details about the concept of marketing mix with the aid of Sony organization which I have taken as a case study in exploring the way this organization has applied the marketing mix. In this assignment the following points are going to be discussed: 1. Sample List of Marketing Mix being used by the organization. 2. Find out if the marketing mix used by organization is satisfactory. 3. Suggestion to the organization concerning the marketing mix. Introduction: Marketing Mix is a major concept in modern marketing and involves practically everything that a marketing company can use to influence consumer perception favorably towards its product or services so that consumer and organizational objectives are attained, i.e. marketing mix is a model of crafting and implementing marketing strategy. In this assignment, I will discuss the major marketing mix variables as classified by Prof. E. Jerome McCarthy which are: i. Product ii. Price iii. Place (Distribution) iv. Promotion. Throughout the assignment I will prefer to use my reference to Sony Corporation. I will refer to this company how it has diversify its market products, the price range, places for distribution and the promotional......

Words: 5282 - Pages: 22

Case Study

...finish this chapter they should understand that: • Consumers use products to help them define their identities in different settings. • Consumer behavior is a process. • Marketers need to understand the wants and needs of different consumer segments. • The Web is changing consumer behavior. • Consumer behavior is related to other issues in our lives. • Consumer activities can be harmful to individuals and to society. • A wide range of specialists study consumer behavior. • There are two major perspectives on understanding and studying consumer behavior. CHAPTER SUMMARY After reading this chapter, students should understand that: Consumers use products to help them define their identities in different settings. A consumer may purchase, use, and dispose of a product, but different people may perform these functions. In addition, we can think of consumers as role players who need different products to help them play their various parts. Consumer behavior is a process. Consumer behavior is the study of the processes involved when individuals or groups select, purchase, use, or dispose of products, services, ideas, or experiences to satisfy needs and desires. Marketers need to understand the wants and needs of different consumer segments. Market segmentation is an important aspect of consumer behavior. Consumers can be segmented according to many dimensions, including product usage, demographics (the objective aspects of a population, such as age......

Words: 9919 - Pages: 40

Case Study Case Study Case Study

...This case study is an excellent example of how different types of parties can be brought together in a large scale transaction and how the original energy of those early meetings can be lost over time. I imagine that when Anthony Athanas was purchasing those old piers back in the 1960s many, if not all, of his colleagues, friends, and family members told him that he was off his rocker. I’m sure Athanas was looking at this land as his family’s ticket to financial prosperity and somewhat of a legacy that he could leave to his descendants for years and years to come. One of the items I wish the case would have divulged is the amount of money that Athanas had invested in the properties. For me this information would have given an insight to his net worth and how much he had riding on this investment. I assume it was substantial given his actions later in the process. Twenty years later Athanas’ dreams came true and all those naysayers were more than likely green with envy. The amount of pride Athanas’ had in his investment at that moment had to have been insurmountable. Being approached by a big time real estate development company and their extremely wealthy client, Hyatt Corporation, must have made Athanas feel larger than life and made him feel like something he isn’t, which is a developer himself. The case doesn’t give much insight into whether Athanas had any representation or anyone consulting him throughout the process. From the beginning, I saw this as matchup...

Words: 1190 - Pages: 5

Nevada Gaming Case

...To: Jack Potts, Nevada Gaming, Incorporated From: , Statistical Consultants, LLC Subject: Statistical Analysis Results for Nevada Gaming, Incorporated Thank you for trusting Statistical Consultants, LLC to provide you with a summary for the data you provided in regards to your gaming empire. The purpose of this report is to explain the results of our research. I. Introduction Your factory in Jean, Nevada has 800 employees. Your personnel department selected 36 employees at random and provided their data to us. The sample size is an important feature of any empirical study in which the goal is to make inferences about a population from a sample. There were three tasks that you requested we research for you. First is to examine the gender and age of your factory workers. Next to see if your workers productivity performance ratings are better with hand held computers. Then finally we will analyze your screening process to see if both the General Aptitude and Manual Dexterity test are necessary to screen potential employees. II. Employee Profile The use of descriptive statistics will provide simple summaries about the sample and about the observations that have been made from that sample. Such summaries may be either quantitative, i.e. summary statistics, or visual, i.e. simple-to-understand graphs. These summaries may either form the basis of the initial description of the data as part of a more extensive statistical analysis, or they may be sufficient in and of themselves...

Words: 1737 - Pages: 7

Case Study: Zynga

...Case Study: Zynga  Introduction Thesis: Zynga’s business strategy is successful but not sustainable. Purpose This case study highlights the success of Zynga in online games. This forms an excellent basis for assessing the relationship between durable and virtual products. The continuous over- reliance of Zynga on Facebook is also another essential aspect of consideration in paper. Finally, the case study addresses the various implications of Zynga on the existing video game business.  Overview Zynga is among the world’s most popular online gaming firms. The firm has been operational since 2007. During this period, Zynga’s popularity has increased because of its unique approach to online gaming. Whereas most gaming companies produce games with innovative features, Zynga relies on customer analytics (Laudon, 2012). This involves the assessment of trends evident among the gamers. For instance, Zynga analyzes the most popular game features among the users. Facebook forms the platform for more than 90% of Zynga’s games.  Question a: Among the most notable strategies used by Zynga is the development of “durable” and virtual products. From the context of gaming, “durable” products encompass online goods whose lifespan is considerably longer compared to the “nondurables”. The phrase “virtual” comes into application because they are sold and used online. An example of a marketing relationship between the durable and virtual products is the use of sale of virtual real......

Words: 1025 - Pages: 5

Case Study

...but is growing at a 44% CAGR through 2014 $ 3,000 $ 2,500 $ 2,000 $1 ,500 $1 ,000 Newspapers 16% Internet 17% $ 500 $0 2009 201 0 201 1 201 2 201 3 201 4 Source: eMarketer September 2010, MAGNA Global December 2010, Macquarie Research, December 2010 Source: eMarketer, September 2010 Mobile: 1-2% of total advertising in the near term... US market: $2.5bn in 2014E For our purposes (looking at mobile in the context of the agencies‟ opportunity) we stick with the lower figures used by eMarketer. An agency-available market of $2.5 billion in 2014 would still equate to only about 2% of total US advertising. But we think much of this will be incremental growth – perhaps some taken from a marketer‟s online budget, but in many cases new budget allocations. …or 5% in 5 years… Global market: $17-21bn in 2012E $24-38bn in 2015E Other forecasters have predicted much more for mobile, perhaps using broader definitions:  Informa Telecoms & Media has estimated a current market size of $3.5bn, expanding to $24bn within five years, which would be 5% of MAGNA Global‟s worldwide ad spend forecast for 2015.  Strategy Analytics goes even further, estimating the global mobile ad market at $3.6 billion already in 2009, and reaching $38 billion in 2015.  ABI research thinks global mobile advertising & marketing totalled $7.5 billion in 2009, and will hit $21 billion in 2012.  Industry commentator Chetan Sharma estimates mobile apps will grow at a 92%......

Words: 18937 - Pages: 76

Case Study

...Case Study 3 Xbox One vs. PS4 If you have children, are a gamer or enjoy entertainment at home, there isn’t a conversation taking place that doesn’t include Microsoft Xbox One or Sony Playstation 4. But there is so much more to the story of console gaming that meets the eye. Your job: • Read this case study: http://blogs.hbr.org/2013/11/three-strategy-lessons-from-the-latest-round-of-xbox-vs-playstation/ • Once you review, write and executive memo that neatly answers the questions (and summarizes) the following: 1.) Is the target audience for both consoles the same? Or are they different? Efficiently explain the target audience for each (or arugue if they are the same) 2.) What are possible substitutes for the consoles? Please list three substitutes and offer at least one reason (for each substitute)why consoles should be concerned that a buyer might turn to this alternative product to meet their entertainment needs? 3.) Considering the demographics/psychographics of the buyer of PS4 and Xbox One, what would be two specific marketing disciplines you would recommend using to introduce the brand-new product? How would you know if the marketing of the message worked? (in short, how would you evaluate success?) 4.) Let’s assume a buyer bought a product/game to play on the console. And let’s assume a hacker manipulated the product (such as this example): http://www.slate.com/blogs/future_tense/2013/12/04/nba_2...

Words: 331 - Pages: 2

Case Study

...and unstructured decision. As the four members have their own interest at the heart and gives out their own valued opinion it is of no use as no decision has been made as yet. 3. Which machine the company should buy and why? The company should buy UFA and the first important thing that the company needs right now is to stay in the market and chamex would take 3 months to be delivered, and during that time the company might lose its potential clients. Furthermore, its time for the company to move one step ahead. The available staff that operates the machinery can be trained to work with UFA and their expertise can be applied in retesting the samples manually. And finally, UFA is more efficient and productive then Chamex. 2nd Case Study Chapter no. 6 NORTHERN HOME STORES LIMITED Introduction: NHS is a family owned business, with the initial store at Edinburgh. As the Store became a huge success in Edinburgh, Caledonian Developments approach the NHS and offered them to open up their store in three different locations namely: Glasgow, Aberdeen, and Newcastle. The move went smooth and the business started fairly well. THE DECISION: Although the move was a great step ahead for NHS they have come across a serious problem the sales have started to fall which is concern the MacKanzie family. They hired the consultants who have come up with a solution after much research into the matter. According to the consultants NHS have to focus of the main four products,......

Words: 3928 - Pages: 16

Study of Gaming Sector in Bangladesh

...software industry only recently, and has seen double-digit figures in growth on most IT sectors, the gaming sector not among them. Bangladesh is far behind most of its neighbors in the gaming industry. There are several reasons to this, as well as probable causes. Based on interviews and focus group discussion, we have come up with several problems and prospects, as well as reasonable solutions to the problems, of the game development sector. In the aftermath, appendices and a bibliography would assist our honorable readers to better understand our methodology and enable them to refer to and compare this study with similar pieces of work. Contents Page no. Letter of transmittal i Executive summary ii 1. Introduction 1 1.1 Origin of the Report 1 1.2 Objective 1 1.2.1 Broad Objective 1 1.2.2 Specific Objectives 1 1.3 Literature Review 1 1.4 Scope 2 1.5 Limitations 3 2. Background of the study 3 2.1 Game development industry 3 2.1.1 Popularity of games 3 2.1.2 Popularity of Virtual games 4 2.2 Types of games 4 2.2.1 Web based games 5 2.2.2 App based 5 2.2.3 Normal PC Games 5 2.3 Demand for web based, app based, and PC game. 5 2.4 The Global Gaming Industry 5 2.5 Outsourcing firms (Firms that are outsourcing in the ICT industry) 6 2.6 Bangladesh Gaming Industry 7 Gaming revolution in Bangladesh 7 Emergence of multiplayer gaming 8 2.7 Gaming Application Development sector in Bangladesh 9 Dhaka Racing 9 Chittagong......

Words: 10129 - Pages: 41

Case Study

...The Case Study Approach Linda P. Williams Liberty University Online Author Note Linda P. Williams, Department of Psychology, Liberty University Online Correspondence concerning this article should be addressed to Linda P. Williams, Department of Psychology, Liberty University Online, 1971 University Blvd, Lynchburg, VA 24515, E-mail: lwilliams91@liberty.edu The Case Study Approach Introduction At some point during the pursuit of a degree psychology, the time comes when a student must learn various research techniques. One of the many approaches is case study, which this paper will focus on. Areas of discussion include reasons for using a case study, advantages/disadvantages to the approach, and ways acquire information to perform a case study. The essence of a case study A case study is used to offer a mental accounting of a person, school, neighborhood, business, or group of individuals over the course of time, way of research. It is sometimes referred to as naturalistic observation, but does not always follow the same protocol. Mental accounting is done by means of observation of various behavior or mind sets operating in their natural environment. This is noteworthy, especially when participants have a distinct disorder worthy of being studied to further the cause of research and development. Depending on the purpose of the investigation, the case study may present the individual’s history, symptoms, characteristic behaviors, reactions to......

Words: 671 - Pages: 3

Emotiv Case Study

...1. Evaluate the console gaming market • Size of the existing console gaming market. Console-enabled video games sales were estimated to reach $40 billion globally in 2007. The US Console market has grown almost by 89% from 2004 to 2007 (Exhibit 9). • Who are the gatekeepers (the collaborators)? That is, who does Emotiv need in order for them to get their headset to market? The hardware gatekeepers Emotiv identified in the case study were Sony and Microsoft because their technology was compatible with Emotiv’s EPOC. Nintendo, a big player in the market was excluded due to lack of computational power in hosting EPOC. The software, 3rd party publishers, like EA and others, are necessary to create the games that use the headset are another gatekeeper. • What is the chicken-egg-chicken coop problem described in the case? It is describing the connected yet segmented relationships in the gaming market. You have three entities needed to construct a gaming experience for the consumer. In Do’s analogy, the “egg” is EPOC headsets, the hardware gamers will desire to experiment with. Developers represent the “chicken” that need to be attracted to the hardware and see the opportunity to generate revenue to create the games that would use the headsets, and the “Coop” are the console makers where both the game and headsets are housed. • Describe the user profiles of the players of XBox, PS3, and Wii. Xbox: teens and adults who were hard-core gamers. Wii: broader in age and......

Words: 686 - Pages: 3

Case Study

...Case Study Ron Harris Professor Michael Brizek Meetings and Events Management 03/06/2015 Case: You are the event leader for a statewide exposition being held in the capital of your state. This will be a 3-day event in the middle of summer and will have indoor and outdoor venues focusing on the strong industries of your state. Your contract requires you to completely create and implement the entire event with 2 years' notice. The event needs a lot of creativity and organization. The event needs to focus on both young and old participants. There are two parts to this assignment. First: Mind map the event – see figure 2.7 on page 48 of your text. Create a similar mind map listing and fully answering the why, who, when, where, and what questions. In this week's lecture, you'll find an example of a mind map that will help you with this assignment. Why? | Who? | When? | Where? | What? | Exposure benefits to networking in the least of ventures, but resource maximization in every direction. Exposition increases state appeal, from various perspectives, especially jobs or business ventures affluent for advantage. Expositions fluently increase state economies within the state but sometimes advantaging even nearby states by increased job quantities and business ventures or capital provisioned via its growth produced.Work presented via expositions perhaps situated for skilled and unskilled some require a degree, but not all. Including youth study programs for 15......

Words: 1425 - Pages: 6

Case Studies

...Case studies Name: Tutor: Course: Institution: Date: Flying to the Auto Bailout on a Private Jet Basic problems In this case study, there is wastage of resources. The CEOs of the nation's three largest automobiles uses private jets to attend the corporate public relations congress. This is wastage of resources since they are using private jets to travel when their companies are struggling to stay afloat. Ignorance is another basic problem evident in this case study. These CEOs are very ignorant. They attend the corporate public relation congress in Washington unprepared and thus appear to know nothing about their problems. The three companies, GM, Ford and Chrysler, lack the concepts of public relations. The main issues American economy is melting down. Most of the workers are losing their jobs since the companies cannot handle many workers anymore. The companies have got inadequate cash. Bankruptcy is another main issue experienced in this case study. The General Motors Company and the Chrysler can no longer pay their debts. Key decisions * According to the case study, the leaders have to come up with a new public relations strategy. * The CEOs should correct any mistakes they have made before such as using private jets to travel. * Introduce innovation in products * The auto industry of the US should promote its products. * Ensure transparency in business operations. SWOT analysis Strengths * Availability of resources for the......

Words: 657 - Pages: 3

Case Study

...The foregoing study is about the influence of playing computer games to the students above 16 yrs. old, specifically the researchers tried to find out the answers to the following problems: 1. Is there a positive effect in playing DOTA? 2. How does DOTA affect the performance of a student? 3. Are they aware of what it can do to them? SIGNIFICANCE OF THE STUDY Nowadays, DOTA game is one of the most popular games here in our country. Millions of youth and children really want to play their favorite games at the computer shops. Because of the large number of youth who patronize the mentioned computer games, the researchers conducted a study on how computer games affect the lives, particularly the studies, of a regular college student. Aside from that, last NQCI Foundation Week, a DOTA competition was held and we were curious of the reason why it was permitted by the institution. We were thinking that maybe DOTA contributes positive effect to the students and this made us conclude that this study must be conducted. SCOPE AND LIMITATION The researchers conducted a survey in the Northern Quezon College, Inc. wherein the respondents are 1st year BSBA students who are playing DOTA. DEFINITION OF TERMS DOTA- Defense of the Ancients (DOTA) is a custom scenario for Warcraft III, ON LINE GAME – games that being played by the students in computer IMPACT- the result, if it is good or bad COMPUTER GAMES- games using the computer, net......

Words: 3707 - Pages: 15