Analysis of Game Products
This is an excerpt from the paper...
Introduction: GameCube targets a relatively audience anywhere from age six to sixteen. This does not mean the only people playing this game are in this age bracket. Six to sixteen is the primary target market. Playstation's target market is primarily for males fourteen years of age and up. The reason for the difference is that GameCube is more cartoon oriented in terms of the characters and the graphics of the game. Playstation is geared more towards older male players. The characters in the games are more voluptuous and there is more violence in many of the Playstation 2 titles. The products both appeal to the middle class. This is based on the price of the system as well as the price of the individual games. It is an expensive product, so it may be price prohibitive to lower socio-economic class. GameCube has more games that are geared towards a younger female player than does the Playstation 2 system. Having said that, the majority of games offered by both systems are geared toward the male audience. For example, many games are sports related; there are a number of action / violence related games, and the female character particularly in Playstation 2 are designed with a male audience in mind. Neither product has a religious target demographic. These products appeal to all racial and cultural sub-groups within the United States. These are specifically designed not to exclude any particular group. The game designers go out of their way to make certai
. . .
as our interactions with our society can affect how we develop self-esteem.
Success in one part of an adolescent's life can serve as the foundation for success in other areas. Therefore, in order to design interventions that will enhance self-esteem and resilience in adolescents, we can create what are referred to as "islands of competence," so that a ripple effect may be created, motivating children to venture forth and confront the tasks they have previously found difficult.
7. Research at least two of the mediums that your product uses to advertise...describe in detail how the message, the presentation (ad copies, photos, layout) and the positioning of your products are laid out. Both of these products are advertised on television, on radio, and in magazines. Typically, radio spots are used to the release of a new game. The ads always tout the new and improved aspect of the product such as enhanced graphics, better controls, and more developed plot line.
Q. Do these products use rational, emotional, humor, sex, or fear to appeal to customers? To some extent, the answer is dependent on the game rather than the system. Both companies have used humor to sell the games themselves. Playstation 2 has used sex to sell a partic
. . .
Some common words found in the essay are:
According Maslow, Las Vegas, GameCube Playstation, Introduction GameCube, Abraham Maslow, Nintendo GameCube, Resident Evil, Donkey Kong, Functions Utilitarian, Weighted TOTAL, playstation 2, guerrilla marketing, potential customers, gamecube playstation, gamecube playstation 2, products appeal, target audience, target market, psychological condition, theory attitudes, television radio, playstation 2 system, expensive product price, marketing program involve, memory buy separate,
Approximate Word count = 3629
Approximate Pages = 15 (250 words per page)
More Essays on Analysis of Game Products
|