Ashley ReynoldsJosh StressmanWayne HerringStuart Parnell
Xbox 360 Gamers and Technology Driven Ages 12 – 30 Urban Areas Friends and Peer Influences Competitive Influences
Learning Brand Names, Jingles, etc
Behavioral Learning Theory Responses from consumers
Loyalty Compliment Negative
Repetition 3 or more times
Changes Basic Message
Product etching Jingles “One company”
Memory Nostalgic Past and Present
Xbox 360 just lowers price for holidays $199 Playstation 3 $379 Wii $249
Makes it easier for families to purchase
Might be able to afford more gifts Games for the system
Marketing to families
Family movie night DVD player
Xbox Live Connect to the internet Offers headset to talk
Play with or against family all over the world
Microsoft partnering with retail stores for promotions
Giveaways Free game/DVD with purchase Wireless controller
Drawings Free game/DVD a month for a year
Signage in the stores to promote giveaways and drawings
Need Video Game vs. Home Entertainment Center
Alternatives Evaluation & Selection Games vs. Netflix and streaming capabilities
Purchase Incentives, free rentals, etc.
Involvement is Medium to High Some purchasers will do the research some
won’t
Post Purchase Remorse Limited Top Selling Product
Many Outlets of Consumer Concerns Customer Service Online, Direct Access Positive Reinforcement
Time Table 6 months
1-2 for severe marketing
Greater Target Market Expansion of accessories
Economy possibilities
Entertainment for the Whole Family
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