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?
[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?]
by
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
I, [type your full first names and surname here], declare that the contents of this dissertation/thesis represent my own unaided work, and that the dissertation/thesis has not previously been submitted for academic examination towards any qualification. Furthermore, it represents my own opinions and not necessarily those of the University.
Signed __________________ Date _________________
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 (Chow, Chen, Chang, 2004, 16).
Currently, video games are one of the most profitable markets and innovative today, and it is because you have changed a trend: video games are not just for teenagers (especially men) who stayed at home playing all day but these, the first generation that's used (the first video game was created in 1972-Pong-and became widespread in the late 80) have grown and continue to play (Doyle, 1990, 20). In the U.K., where over 47% of the population consumes video games, the average age of users over 30 years. Only been 37 years since Pong, but the games or online games are now a constant in our lives, whether or not we ...