...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 estate property (Hill, 2012). This approach would attract many users and thus enhance the generation of revenues...
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...Greenfield (1994) stated that playing games in a regular basis allows the user to familiarize oneself in a “computer-oriented society”. Games where graphics play a more important role than phrases such as adventure and action games help the players to improve their “Spatial Awareness”, which is the ability of relating things with one another and it also boosts their mental processes. (Mitchell & Smith, 2004). Playing video games also requires the ability to use visual information to control and direct the motor system in order to complete a task. This ability is necessary in everyday activities like reading, writing, walking, driving, dressing etc. To perform well in an action games, the players must react quickly to detect threats, determine its level of difficulty and defend properly. Similarly with driving games, quick reactions to vehicles and obstacles that appear suddenly are required to avoid collisions and accidents. Players get tutored in detecting a range of visual and acoustic evidence that supports speedy decisions. This is why military uses video games to train pilots and soldiers and professional racers use video games to improve their driving...
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...The proceeding marketing research will analyze and describe in debt the XBOX 721X video gaming and system. The marketing team will be conducting its research and assessment on Microsoft Global Corporation and will be focusing on one of its most popular products, the XBOX and its arrival of the XBOX 721X. The Microsoft XBOX721X will be the next greatest game system upgrade to arrive on the market in 2015. It will allow everyone the opportunity to enjoy Microsoft’s XBOX in new dimensions. The team has evaluated many concepts and ideas in the creation of this product. The product will give those that felt video games were only for those that play games a chance to experience gaming, listening to music, and watching television in high quality, high definition viewing. The original XBOX was released in 2001 and was marketed as one of the top gaming systems at that time. As technology developed, so did the XBOX. The XBOX360 was introduced in the mid 2000’s. A new century calls for new things, in 2015, the Microsoft Corporation will introduce the new XBOX721X. Microsoft Corporation Microsoft started as a small project in 1975. Elite members of the project that later became one of the most successful companies in the world were: Steve Wood, Bill Gates, Bob Greenberg, Gordon Letwin, Paul Allen, Marc McDonald, Jim Lane, and Andrea Lewis. Microsoft took advantage of a software need that was created in those years and computer manufacturers also contributed to the success of Microsoft...
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...[pic] Keuka College Bachelor of Science in Management Science Syllabus Professor: Paul Sorensen Spring Semester 2014 Jimei University Chengyi College and Overseas Education College All curriculum material protected by U.S. copyright laws. Unauthorized sale or reproduction is strictly prohibited. Keuka College ( 2013 Keuka College INS 301A Creativity Professor: Paul Sorensen E-Mail Address: paulherethere@yahoo.com Instructor Availability/Office Hours: You will be able to speak with the instructor before and following each class session. Appointments for additional meeting times may be made following each class session. Course Credits: 3 credits Course Prerequisites: Sophomore Level COURSE DESCRIPTION: INS301A Creativity follows a problem-based learning approach to help students use critical thinking and creativity to examine issues in the business world. This course focuses on three core areas: (a) the elements of creativity, (b) creative problem solving, and (c) innovation for entrepreneurship and business growth. Students will develop their own creative competencies through a combination of case analyses and kinesthetic activities designed to encourage innovative solutions to modern business problems. TEXTBOOK No textbook is required. Other required materials are specified in the course schedule. USEFUL WEBSITES You must know how to access the Keuka College library resources (using...
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...Examples of ICT applications that can be used in physical education The following applications are considered below: Cameras Mobile phone cameras Motion analysis software Film editing Portable media players Interactive whiteboards Voice projections systems Developing FUNctional skills through physical education Games consoles Nintendo Wii Fit Dance mat systems Pedometers Pupil response systems Archos The use of iPods Podcasting The Virtual Learning Environment (VLE) Video conferencing Youtube Cameras There are a range of hardware applications that can be used with physical education departments. Video cameras can provide footage of experienced performers in action and can be used to inspire, to demonstrate correct techniques and to develop pupils’ understanding and knowledge of the subject. By reviewing their own actions, for example, pupils can evaluate and improve their own games strategies, gymnastics sequences, trampolining routines or dance compositions, particularly if they are able to look at their performances in slow motion or from a different viewing angle. Within practical situations the use of still and video cameras can highlight personal achievement within lessons. Video footage and photographic images can be cropped and edited and used either a slideshow or highlight DVD. Cameras can also be used as an assessment for learning tool and as a form of classroom management. Furthermore, they can help to create activity cards, worksheets,...
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...online sites, and direct sale. Apple Inc. is recognized for product differentiation and will continue to do so with the introduction of Apple Inc.’s I-Magine (video game console). In creating a marketing plan, Apple Inc. intends to consider various factors, such as geographic availability, product mix, and transmission of product description. In addition, phase I of Apple Inc.’s marketing plan will consider an effective SWOT analysis to determine strengths, weaknesses, opportunities, and threats, or trends to creating this latest product. Furthermore, marketing research and analyzing consumer factors, such as demographics, psychographics, behaviors, and geographic considerations will ensure I-Magine’s success. The function in Phase I of Team B’s marketing plan is to consider industrial analysis in relation to competition and differentiation from other competitors in the video gaming industry. To pursue this strategy in Phase II, Team B undertook data-based synopsis from different online resources to gather information on the organizational strategy of Apple Inc. Findings from research information pertaining to the video game industry’s products and services will be used to quantify (gathering from structured questions) the quality (answers to questionnaires, surveys, interviews, and responses) of the proposed video game console. A closer look at Apple Inc. products, customer needs, prices, and market trends will be used to implement a successful marketing strategy. The strategy...
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...Examples of ICT applications that can be used in physical education The following applications are considered below: Cameras Mobile phone cameras Motion analysis software Film editing Portable media players Interactive whiteboards Voice projections systems Developing FUNctional skills through physical education Games consoles Nintendo Wii Fit Dance mat systems Pedometers Pupil response systems Archos The use of iPods Podcasting The Virtual Learning Environment (VLE) Video conferencing Youtube Cameras There are a range of hardware applications that can be used with physical education departments. Video cameras can provide footage of experienced performers in action and can be used to inspire, to demonstrate correct techniques and to develop pupils’ understanding and knowledge of the subject. By reviewing their own actions, for example, pupils can evaluate and improve their own games strategies, gymnastics sequences, trampolining routines or dance compositions, particularly if they are able to look at their performances in slow motion or from a different viewing angle. Within practical situations the use of still and video cameras can highlight personal achievement within lessons. Video footage and photographic images can be cropped and edited and used either a slideshow or highlight DVD. Cameras can also be used as an assessment for learning tool and as a form of classroom management. Furthermore, they can help to create activity cards, worksheets,...
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...playing card business in Kyoto, Japan and, decades later, expanded to video game production. Nintendo released its first game console, the Nintendo Entertainment System (NES), in 1985 (Nintendo, 2013). The NES became an instant hit and set Nintendo to be a pioneer in the game console industry throughout the 1990s. Gradual Decline Nintendo enjoyed tremendous success as it continuously released new consoles: Nintendo 64, Game Boy, Game Boy Advance, GameCube, and more. However, the company faced increasing competition in the early 2000s from Microsoft’s Xbox and Sony’s PlayStation consoles and its market share started to decline. In 2003, Nintendo’s share price fell sharply when Sony announced its PlayStation Portable (PSP), threatening the monopoly that Nintendo held on the portable console market (Kendall, 2009). Change in Strategy In an industry that competes based on delivering the latest technology, Nintendo’s newly promoted president, Satoru Iwata, took the company in a new strategic direction to restore the company’s former glory. Challenging the long-time video game market of boys, young men, and “serious gamers,” Nintendo decided to change their strategy and target those outside their traditional demographic: women, seniors, and families (MaRS, 2010). Rather than focus on the latest graphics processors, hardware design, or engine speed, Nintendo took a new “fun and social” approach to gaming and released the Wii console. This new gaming system was based...
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...Cupertino-based electronics manufacturer has captivated over a million of people in the world with an unrepresented innovative, carefully styled products for over twenty year, one would hardly wonder how it goes about it form of promotion; Well with the Apple Ipad, it was an entirely entailed form of promotion strategy with which superior power of the Internet, and various forms of internet application ,games application and of all the media application which also enabled people to engage in their creativity in creating tribute to the company and its product. With Apple Inc opening floors or door to every sort of application, it created a flexible and the best ever form of promoting strategies for the Apple Ipad and one can comfortably say “Apple Ipad was basically promoted by devoted users or consumers. A typical example is the Banks. These corporations or organization created a sort of confortable application platform for it users showing them the possibilities of them been able to view their account on the Apple Ipad , watch the every breaking news and of all been transforming the Ipad into a digital library . Apple‟s official website set to a song by a popular Brazilian band, CSS, within a day and uploaded it to YouTube in September 2007. The clip received overwhelmingly positive responses from its viewers and a rating of 4 out of 5 stars. Among the home-made video‟s viewers were some of Apple‟s marketing employees, who were impressed by what they saw. They got in touch with...
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...National Capital Region Division of City Schools KASARINLAN HIGH SCHOOL Caloocan City “Our goal is perfection, excellence will be tolerated” National Capital Region Division of City Schools KASARINLAN HIGH SCHOOL Caloocan City “Our goal is perfection, excellence will be tolerated” INVESTIGATORY RESEARCH / PROJECT Dealing with Benefits of Computer Games for Children, Students and Adults within Brgy. 28 In partial fulfilment of the subject requirement In ENGL 1023, Writing in Discipline Submitted by: Jerico L. Montifar Ivan Floralde Robert Ace Apalin Francis Angel Leian Dela Cruz BSCE I-I Submitted to: Miss Jinky De Jesus English Professor / IR / IP Adviser 11 March 2016 Friday Acknowledgment We would like to express my special thanks of gratitude to my teacher Ms.Jinky De Jesus who gave us the golden opportunity to do this wonderful project on the topic ---, which also helped me in doing a lot of Research and came to know about so many new things and opened my eyes on a lot of wonderful exciting and refreshing details about our topic. Secondly we would also like to thank our parents and companions who helped us in compiling and finalizing this project within the limited time frame. They also supported us financially and morally for us to finish this project. Without them, this will be a total failure. We would also like to thank everybody who contributed to our success and thank the people we interviewed for sparing some...
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...several contributing factors to this epidemic, poor diet and lack of physical activity stand out as the direct cause. Local leaders and parents must take a more active role to encourage their children to become more active and eat healthier to combat the overwhelming crisis of childhood obesity in the United States. Balanced is a term that should be in everyone’s vocabulary concerning the health of our children. A National Institutes of Health study indicated that obesity is a result of an imbalance “between energy intake and energy expenditures” (Cullen, 2006). In other words, children are ingesting more calories than they are burning. With the affordability and availability of fast food that is high in calories, and the prevalence of video game consoles, it is easy to see how this can be a true statement. However, there are several underlying issues that also cut down...
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...1003MKT Introduction to Marketing Ethan Low – S2801767 Kevin Abraham – S2806106 Scott Zheng – S2824947 Janith Mahaliyanage-s2806100 anne ASSESSMENT 2: MARKETING PLAN Contents Executive Summary 3 Company Analysis 4 PESTL Analysis 5 Political 5 Economic 5 Socio-cultural 5 Technology 5 SWOT Analysis 7 Strengths 7 Weakness’s 7 Opportunities 7 Threats 7 Objectives Mission Statement 8 Market Objectives 8 Sales objectives 8 Communication objectives 9 Competition 9 Competitive Advantage 10 Customer Analysis 10 Target market Segmentation and Positioning 10 Geographic segmentation 10 Demographic segmentation 10 Psychographic segmentation 11 Targeting 11 Tweens (11 - 12) 11 Young Adults (16 – 25) 11 Other 26+ 12 Select Target Segments 12 Positioning 12 Marketing Mix 13 Product 13 Place 14 Price 14 Promotion 15 Television 15 Printed Media 15 Public Transport 16 Official website and Forums 16 Evaluation and Control 16 Implementation/ Action Plan/ Schedule 18 Conclusion 19 Recommendation 20 References 21 Executive Summary The following report is a marketing plan for Sony Ericsson Mobile in Australia for the 2012-2013 financial years. The purpose of this report is to present a study of the opportunities for Sony Ericsson to expand its business and to become a dominant player. Sony Ericsson has focused on its resources on the young adult market for its mobile phone the Xperia play...
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...Effects of PCs on primary education (http://jamaica-gleaner.com/gleaner/20080224/focus/focus5.html) published: Sunday | February 24, 2008 Contributed Marlene Lewin, a teacher at Balmagie Primary School in St Andrew, helps one of her young students complete an assignment on one of several computers given to the school by the Cable & Wireless Jamaica Foundation and Teens 4 Technology. Dr Joseph Bonsu-Akoto, Contributor With calls from politicians and academics to make children in schools computer literate, a lot of organisations are rushing to ensure that children in Third World countries, in particular, are not left out in the computer age. I agree with the premise that being computer literate in the 21st century is the way forward to compete in today's job market. But one must be careful as to the type of implementation of such schemes. I am opposed to the idea that computers can help advance the knowledge of elementary students. I believe that the traditional method is still the most useful method even in the 21st century for elementary students. EMPIRICAL EVIDENCE Children need stronger personal bonds with caring adults. Yet powerful technologies are distracting children and adults from each other. Children also need time for active, physical play; hands-on lessons of all kinds, especially in the arts; and direct experience of the natural world. Research shows these are not frills but are essential for healthy child development. Yet many schools have cut already...
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...Assignment 1: Individual case analysis report Mahmud Safari (21295746) 1 Individual Case Analysis Report LEGO (A): The Crisis Mahmud Safari 21295746 Assignment 1: Individual case analysis report Mahmud Safari (21295746) 2 Table Of Contents 1.0Introduction 2.0 Analysis of General Environment 2.1 Economic 2.2 Socio-‐Cultural 2.3 Global 2.4 Technological 2.5 Political/Legal 2.6 Demographic 3.0 Analysis of the Industry...
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...Research report: November 2010 Creative clusters and innovation Putting creativity on the map Caroline Chapain, Phil Cooke, Lisa De Propris, Stewart MacNeill and Juan Mateos-Garcia Disclaimer This work contains statistical data from ONS which is Crown copyright and reproduced with the permission of the controller of HMSO and Queen’s Printer for Scotland. The use of the ONS statistical data in this work does not imply the endorsement of the ONS in relation to the interpretation or analysis of the statistical data. This work uses research datasets which may not exactly reproduce National Statistics aggregates. Copyright of the statistical results may not be assigned, and publishers of these data must have or obtain a licence from HMSO. The ONS data in these results are covered by the terms of the standard HMSO ‘click-use’ licence. Creative clusters and innovation Putting creativity on the map Foreword No one doubts the economic importance of the creative industries to the UK. At 6.2 per cent of the economy, and growing at twice the rate of other sectors, they are proportionately the largest of any in the world. But there is some evidence that the UK’s creative industries support innovation and growth in other parts of the economy too. The significance of these spillovers has only recently begun to be examined rigorously. And we know next to nothing about their geographical dimensions. This gap in our understanding is what NESTA set out to address in Creative Clusters...
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