• Join over 1.2 million students every month
  • Accelerate your learning by 29%
  • Unlimited access from just £6.99 per month

Market research for proposed P.C game.

Extracts from this document...

Introduction

Report to: Marketing Manager From: Simon Stafford Date: 1st July 2001 Ref: HG/SS Subject: Market research for proposed P.C game. 1. Introduction I am sending you this report to show you the results of the questionnaire, which will make clear to you that this game, if made, would sell very well. 2. Results 2.1: Question 1: Do you own a computer? As you can see 90% out of the 30 people questioned own a computer, which is above what I expected. This is a positive outcome, as we want to produce the game mainly for the P.C. 2.2: Question 2: Do you play games on your computer? 100% of people who own computers play on them. The 10% on the graph overleaf are showing the people who don't own a computer, so they can't play on it. 2.3: Question 3: Do you buy games for your computer? This is another promising result as a high 70% of people buy games for their computer. As you see in graph 2.2 90% of people play games on their computers but only 70% buy games. ...read more.

Middle

Word of mouth, TV, Radio, Billboards, Newsletters all received 0%. 2.8: Question 8: Where do you buy your games? 23% of people normally buy their games at PC World. While 20% of people prefer to order their game through the post or shop at Game. Sadly 0% of people buy their games at Comet, Curry's or Our Price. I feel this is because PC World specialises in computer software and hardware and Game specialises in games for the P.C and other consoles. While Comet, Curry's and Our Price sell games but also these stores sell a lot of other electrical appliances for all around the house. 2.9: Question 9: Do you have the Internet? 90% of people questioned have the Internet, 100% of people with computers have the Internet. I asked this question to lead on to my next question (below). 2.10: Question 10: Do you play on-line? 47% of people who have the Internet don't play on-line and 43% of people do as you can see above, this is quite a close margin almost 50-50. ...read more.

Conclusion

The game should be an RTS because the game play would be easier, but at some points could become a FPS. The game could also benefit from an on-line options so players can go on the Internet and play. This would be a totally different experience from the off-line game. I would recommend that you advertise the game in all computer game magazines, and in some computer electrical magazines. Also advertise on the internet, as you can see from the graph above only a small percentage of people find out about new games on the Internet, but the Internet is attracting more people everyday. The game should be sold from every possible place that wants to sell it from their store. It can't harm us if not very many are sold at Our-Price or Comet. I feel the game would be aimed at the male style of gaming and should have an age limit of 11+, which is what the questionnaire showed and also we would be able to make the game more realistic with blood, etc. Also I think there should be a parent lock so parents can 'turn off' the blood. I hope you take this all into account. ...read more.

The above preview is unformatted text

This student written piece of work is one of many that can be found in our University Degree Electronic Media Studies section.

Found what you're looking for?

  • Start learning 29% faster today
  • 150,000+ documents available
  • Just £6.99 a month

Not the one? Search for your essay title...
  • Join over 1.2 million students every month
  • Accelerate your learning by 29%
  • Unlimited access from just £6.99 per month

See related essaysSee related essays

Related University Degree Electronic Media Studies essays

  1. What are the effects of violent video games on society?

    Jeanne B. Funk, a psychology professor at the University of Toledo has studied seventh and eighth grade students, and has discovered that nearly a third of them like to play "fantasy violence-typed games", and 17 percent say that they like to play games that contain "human violence".

  2. Video game violence. Violent video games seem to become the target ...

    More importantly, for the field to establish a true long-term causal relationship between games and aggression, a longitudinal method must also be employed to help triangulate the findings. In other words longitudinal research is badly needed. (Skoric) Generalizability of games has received little attention in the research to date, but it is equally, if not more, important.

  1. Video Games Don't Murder, Irresponsible Parents Do

    The Entertainment Software Rating Board (ESRB) in USA and the British Board of Film Classification in U.K. are the cases in point. Take ESRB as an example, it provides "rating symbols that suggest age appropriateness for the game, and content descriptors that indicate elements in a game..."

  2. Cyber Ethics @ Computer Ethics

    This is done in the hope of inspiring these and other organizations to eliminate differences and establish a "Hippocratic oath" for the entire IS community. ICCP The Institute for Certification of Computer Professionals (ICCP) encourages IS professionals to take its exams to ensure proper knowledge and professionalism.

  1. ICT Report 3D

    They would also need to be assured that they themselves would be safe on the streets at night due to a fairly high level of violence against the person in the area. Also if a store gets robbed, the shop owner would need some solid evidence as to how the perpetrator(s)

  2. What in your opinion Has made of India an important Research Center?

    This includes research laboratories, higher educational institutions and highly skilled human resources. India's capabilities in science and technology cover a range of diverse disciplines, areas of competence, and of applications. India's strength in basic research is recognized internationally. Successes in agriculture, healthcare, chemicals, pharmaceuticals, nuclear energy, astronomy and astrophysics, space

  1. History of the Internet.

    widely available in a country (as opposed to only in one part of a country); sectoral absorption, which is the degree of Internet utilization in key organizational sectors, specifically education, commercial, health care, and public affairs; connectivity infrastructure, which is the measure of international and intranational backbone bandwidth, exchange points,

  2. Privacey and freedom on the internet.

    But just as television was not readily understood when it emerged from laboratories and into living rooms some 50 years ago, the Internet, which is unlike any medium seen before, can seem abstract and unfathomable to the uninitiated. But even as television redefined entertainment, the Internet is poised to redefine not only entertainment, but also information, communication and commerce.

  • Over 160,000 pieces
    of student written work
  • Annotated by
    experienced teachers
  • Ideas and feedback to
    improve your own work