401 Games has a wide variety of customers due to extensive amount of diverse games that are offered in their store. When analyzing 401 Games as a whole, we decided on two determining variables and one qualifying variable for the best target market. We chose buying behavior and loyalty status as our two determining variables. For our qualifying variable, we selected location. We broke buying behavior down into two categories, entertainment and competition. The entertainment segment includes board games and card games. This would target both married couples and families with children looking for fun, at home entertainment. The competition segment would include individuals who compete in different gaming tournaments like Magic. 401 Games’ …show more content…
401 Games has very competitive prices for games compared to other retailers, which helps customer’s loyalty. Another big aspect of loyalty is word of mouth to recruit new customers, which 401 Games has currently. A loyal customer, not only comes back and continues to buy from the store, but is more likely to tell their friends too, thus keeping the business thriving. Next, we selected entertainment over competition for buying behavior. Although 401 Games sells magic and items for gaming competition, the best-selling items are for entertainment. According to Exhibit 1: Breakdown of Sales by Product Category, 401 Games top sellers include board games with 30% of total sales and card game sets with a total of 20% of sales, which are both in the entertainment category. They together make up $300,000 worth of revenue. Adults, couples, or families with children will be the ones purchasing good board games or card games to play on game night for entertainment, especially families with children because it is cheap family fun. Lastly, we picked individuals who prefer in-store shopping over online. At 401 Games, we hire individuals and train them to be the experts on all games. We want customers to come in and look at different games. Customers can ask our employees if they have questions, which is a benefit that is not online. Customers also have the ability to come in
Understanding the purchasing behavior of a specific demographic is one of the most important sets of research data available to marketers. To develop a strategic plan to present your products in a way that produces the most optimal buying behavior, one needs to understand what the target audience avoids as much as what triggers them to spend their money. (Marketing Land, 2014)
The retail gaming industry is a relatively new industry but GameStop has shown tremendous growth since 2002. An external analysis of GameStop’s general environment will show threats to the industry that include age restrictions for rated
Customer profitability was a determinant used for segmenting and targeting, studies were done on customers’ likes, dislikes and types of products they would benefit from and models were developed to determine their propensity to buy.
The next issue that 401 Games must address is their Online Sales (E-Commerce) Absence. E-Commerce is the buying and selling of products or services by businesses and consumers through an electronic medium, without the use of paper documents. Although 401 Games has a website, its primary use for it is to inform customers about what they have in stock and what they have coming in. This may be a
When we first step into a new business like Exit, we find out that not a lot of people are doing business just to offer a place for fun, enjoyment and relaxation. However, EXIT did it. Even though it has a very unity vision of business model, it also brings a high risk in a business cycles. Firstly, Exit is a company that hosts real life gaming experiences. They have their own mission statements like “a place where the fantasy world appears before your eyes. From the moment you step in, you’ll be transported to a universe of your wildest imagination. There are endless possibilities when you choose to explore the world of EXIT, where you can display your marvels and artistry in many ways.” In other words, they said they’re the ultimate playground for you to battle and conquer our Game Master. Secondly, Exit’s major customers are groups of young adults and students. They try to narrow down the market share in a whole great Richmond
GameStop has multiple target segments in which they should focus their attention. The suggested target segments fall into three categories. They have the devoted gamers, who demand the best and newest games. They tend to play video games for long periods of time six to seven days a week. This segment makes up 41% of the targeted consumer, and 52% of dollars spent (2012). This market enjoys to play games in the categories of action, role playing, sports or simulation. They do not care about the price and they value the knowledge and specialized products
just building blocks. Due to the different segments that make up the toy industry, buyer power is
This paper will look at the chosen area of decision making, which was the Target Segment. This required the analysis of the different target segments available when marketing a backpack in a virtual game (MH Practise, 2016). The target segment, also known as the market segmentation, is a similar group of customers to whom a company wants to appeal to (Lamb, 2016). The purpose of market segmentation is to enable the marketer to tailor to the marketing mix. This will allow the company to ultimately cover various segments in a market. There are numerous ways to segment a market. This can be done through demographic, physiographic, geographic and behavioural segmentations (Pewa, 2016). Throughout the report the target segments
Hasbro conducts business within the Toy, Game and Doll Manufacturing industry. They have strong, brand portfolio that they utilize in a wide variety of entertainment mediums. Hasbro categorizes their brands into four categories which they call their brand architecture: franchise, partner, gaming mega, and challenger brands. Their franchise brands are owned by them and they currently make most of their revenue from these brands. However, their partner brands are quickly becoming more important to their business as a majority the company’s growth recently has come from new ones. In addition to the brand architecture, they report the financial performance of their brands by grouping them into four different categories: boys, girls, games, and preschool. Boys and games has been a majority of their business mostly, but that is beginning to change recently as their girl brands are beginning to grow. (10K and Hasbro quarterly reports).Hasbro is a global company that has sales around the world. They report their sales in four segments: US/ Canada, International, Entertainment and Licensing, and Global Operations. The International segment is further segmented into Europe, Latin America, and Asia/Pacific, where they directly operate (10K). Within these segments and brands, it is difficult to identify which toys and games are their core items because they have almost 2,700 individual products that they currently sell in addition to their non-toy items, digital games,
Video games in today’s society have become very popular. Every new game that comes out to be played and conquered by the average gamer has its own category. There are several other types of genres of games that people play but because of big hit titles and the new popular game systems like the Xbox 360 and Playstation 3, people become more interested in a game that is well known than a game they have never even heard of before. Every game has its own storyline and own way of how it unfolds and where the game ends according to game play. Some of the biggest reasons people sway to certain genres of games is because of the game titles released under them and the demand of people who want a good game under that category. The top three most
Over the past several years, 401 Games has had an annual project that resulted in attracting more customers and gaining a larger target market. 401 Games needs to have an effective annual project this year too, so they can continue to be the successful in the gaming industry. They can do this by staying up with the latest trends and knowing what is going on in the industry in Toronto. This is very important because of the increasing presence of competitors could affect business. If 401 Games does not keep up with the competition, they could lose a substantial amount of business or even have to close and go out of business.
Through these customer profiles, Harrah’s was able to predict potential customer playing patterns and compare these predictions with observed behavior. Differences in observed and predicted behavior allowed Harrah’s to identify three opportunity segments where the customers were believed to be “high-worth” and worth the time and money investment to convert them to Harrah’s customers only.
* Instead of focusing on one particular target segment (18 to 35 year-old male gamers with above average-education and high degree of comfort with new technology) further target segments should also be focused (e.g. women, children, occasional gamers and non-gamers). Some of the further customers require games which are easy to play because they have a low degree of comfort with new technologies. Furthermore some of them don’t want to invest a significant amount of their time to learn and play these games because of their busy lives.
Retailing the right product at the right season, like outdoor games in the spring, is important to maximize sales. The continual display and presentation of new toys, games and crafts will attract customers and generate higher sales. Looking into expanding operations and product lines towards video games and other growth segments (e.g. Building sets and action figures). Building up a well-designed online marketing channel can promote efficiency and cost savings. Expanding the international market to avoid the intense competition in the U.S. Retail Toy Industry. Closing underperforming stores to improve liquidity through the expertise of Vornado Realty Trust and reinvest the money back into the operation.
Finally new online companies are creating new games that do not need a console so they can be played easily, anytime and anywhere. This factor affects our sales dramatically because our product might be seen as old fashion.