[To what extent do Sony (Playstation) and Microsoft (Xbox 360) use advertising and promotion to influence university student's decision making process in purchasing their products?]
Acknowledgement
I would take this opportunity to thank my research supervisor, family and friends for their support and guidance without which this research would not have been possible.
DECLARATION
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Abstract
This paper is based on the topic of “To what extent do Sony (Playstation) and Microsoft (Xbox 360) use advertising and promotion to influence university student's decision making process in purchasing their products?” The first chapter provides an introduction to the topic. The second chapter is based on literature review. It also covers the marketing concepts and strategies of Sony and Microsoft for their respective branded video games. The third chapter covers the methodology section, followed by the analysis of findings and discussion of factors influencing the perception of University-going students in Britain. The fifth chapter concludes the dissertation, providing implications for the research.
Table of Contents
ABSTRACT4
1. INTRODUCTION7
Background7
Aims of the Study8
Problem Statement9
Research Question9
Significance of the Study9
Structure of the Paper10
2. LITERATURE REVIEW12
Marketing of Sony PlayStation12
Microsoft XBOX 360 Marketing13
Attitude towards Advertising and Product Placement15
Internet Business22
Elements Of Influence for University Students' Behaviour24
Graphic Design26
Design and Usability27
Design and Accessibility29
3. METHODOLOGY31
Research Method31
Sampling32
Research Design32
Online Games33
Microsoft's Xbox 36033
Sony's PlayStation33
4. FINDINGS, DISCUSSION, AND ANALYSIS35
Online Consumer Segmentation35
Segment 1: Young demanding and concerned about the reliability.36
Segment 2: Young buyers concerned about privacy online looking for a quick and easy navigation39
Segment 3: Adult Internet users dissatisfied with the shopping experience.40
Positioning for Online Buyers43
Map positioning of segments thereof.46
5. CONCLUSION48
Summary48
Implications49
Conclusion50
REFERENCES54
APPENDIX62
To what extent do Sony (Playstation) and Microsoft (Xbox 360) use advertising and promotion to influence university student's decision making process in purchasing their products?
1. Introduction
Background
The video games industry has become the new advertising medium for major brands. According to a study by Nielsen, ad spending related to video games has already exceeded U.K. £823 million and according to research firm Yankee Group, marketers spent £56 million in advertising and product placement last year, a figure that will reach £ 730 million in 2004 .
here are also new ways to play, and not just on console, but you can play online with a handheld, or as exemplified in ETC, Facebook applications like "Farmville." A really simple approach at the graphic and narrative has captured more than 60 million active university students, from students to executives, to housewives and even real farmers who devote their spare time to cultivate his farm dead, harvest and sell it the market .
Purpose of the Study
The purpose of this study is to highlight the perception of university-going students about purchasing a branded video game, (Microsoft's Xbox 360 or Sony's Playstation3), triggered by the marketing strategies of ...