The product Wii Fit is a video game bundle along with a Wii Balancing Board. The Wii Balancing Board has the feature which can read movements of player and has this ability of showing these movement over the screen. The game has around 50 various activities which include balance games, yoga activities and strength training (Loguidice, 2010). The board also has the feature of counting body calories that burn out, and calculates the body mass index (BMI), which is the ability for users in order to create custom fitness regimens or choosing from various specialized routines which are based on definite objectives in the available time. Moreover, Wii Fit also allows players to contrast their outcomes with other users (Wii fit plus, 2009). It should have to be mentioned that for the use of Wii Fit, one must possess Wii Console.
Consumer Behavior
The target market of Wii Fit mainly focus over the family women, who aged around 30 to 40 and those who already possess Wii console at their homes because either her husband or children bought it for her, and feels that she needs a way out for enjoying it too. Although the targeted market also involves those who do jobs as they get less time for exercise (Loguidice, 2010). The product Wii Fit Plus is the product extension to the Wii Fit, which usually target the technological savvy consumers for whom the extent of challenge for new product is not that enormous as there is already general knowledge and awareness regarding this product through the marketing campaigns done for Wii Fit. The challenge for Wii Fit Plus is to draw into new customers and further motivate already existed consumers to upgrade (Carroll, 2009).
Perception
Wii Fit Plus maintains good product perception in the market position. The customers are ...