What Will Be New For Gamers? – The Future Of Gaming Consoles

Purpose

Discuss About The Nobody Knows What Will Be New For Gamers?

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Game console industry has a prominent place in the market. This market is very impulsive as nobody knows what will be new for the gamers. There are no of companies which are very lovable for the game lovers. Microsoft which makes Xbox, Sony’s product play station and Nintendo’s Wii are the famous examples. Company’s main focus is on the buyers which seek for the technological media and entertainment (Voida & Greenberg, 2011). The personal computers makers are being completed by the Xbox industries and other multimedia producers.

Game console industries have created its own technical world which is a matter of attraction for the gaming costumers. As the population is growing day by day, more and more people are in the society who seeks for the entertainment; people do have free time which they find quite boring (Voida & Greenberg, 2011).

The technology industry is almost un limited because one can’t even imagine that what is the next in the industries and also when it comes to the gaming industries it is really adorable we are not any having such technologies which are virtual but also it a love for the persons who spend more time with gaming consoles (Sarabia-Sanchez, 2005). The speed power and memory are continuously changing in every 18 months with a constant price. The meaning of this is that in every 18 months the gaming console market changes its products.

It has been predicted that the gaming console industry will face a sharp decline by 13%; it was predicted by the Technavio’s research analyst. Since the gaming industries are facing different challenges, shifting of the gaming experience from the console based games to the two online gaming, mobile gaming, and other gaming platforms. This shift is due to the fitting of the video games into personal computers and popularity of smart phones (Sarabia-Sanchez, 2005).With experience in developing the new gaming products with ability to create gaming good gaming experience, advance technology, and low-cost effect the gaming console markets most, good markets provide the way best chance for teamwork and expansion for this industries (Voida & Greenberg, 2011)

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High technology is used in the console with there high specification nad use of new technology, so it considerd as the masterpiece of technology. Wherever the  Playstation 3 is available in two modules one is it has 20 GB hard disk drive (HDD), second is primium with 60 GB HDD. The common thing in both the version is 60 GB HDD.Blu-Ray Disc for High Definition movies, the Cell chip, Giga-bit Ethernet for high speed Internet-connection, and an HDMI connection for optimum output on HDT (Voida & Greenberg, 2011). Premium edition ahs some more features such as memory storage devices (Memory stick, SD) and Wireless connectivity. Despite all the challenges in the industries the gaming console industries is continuously trying to increase the features in its gaming console (Sarabia-Sanchez, 2005).

Situation of Purchasing

The video entainment market is incresing day by day, it had grown 4 percent whithin the period of two years. All of them are facing very tough comptition in the market many subsitutes for the console have been grown (Sarabia-Sanchez, 2005). The market in early times for games was in the shopping arcade, which there increases the games and those games could be played in public places by a paying small fee.  Considering the huge demands of the gaming market, many companies started to push the effort to get better products and to grasp the largest portions of the market such as Play Station, X Box which are the products of some of the great companies like Microsoft and sony.  The costumers are divided into different segments they are the main source for the entertainment industries which are 36% (Sarabia-Sanchez, 2005). The companies, mainly focus on the group which seeks the consol gaming only way for the entertainment. And this happened because organizers of the manufacturing industries unstated about the needs and demands that people that what they require which is most suitable for them. They not only accomplish them, but also they create a product that helps to create a need for the costumers (Carrigan & Attalla, 2001). The Cultural distinction, the demand of the people the company has to satisfy the Customer in any way possible. The game establishment has slowed down during the year passed due to the recession. This may for the time being slow down the growth of the industry as costumers are worried about their spending.  Although there may be no good funding available, a set of games is still being created because development a game is not as much difficult as we think (Carrigan & Attalla, 2001).  A prominent company   Apple has created a scheme so that anybody can develop a game and he or she can upload his developed game into to the apple app store and can earn money from it. This encourages many of self-governing game developers to create new games every time when they start to the development of the game. Astonishingly, these autonomous game developers are giving  up a tough competition for big companies such as Nintendo,  Because Apple releases irresistible product  of game  more than more than  9,000 at this summit  and since each of these game price significantly less than those which are produced by  Nintendo,  furthered more the Sony is concentrated on the costumer loyally (Yap & Yazdanifard, 2014).  The internet is the solution for these “gamers” & “makers” achievement in the novel age of gaming industries as most consoles now bear online trait to allocate video games from side to side on the internet that is open to free creators (Heng, 2009). P23 involves the consumers who required the new high technology. The gaming industry is a boom as an increase in the number of users for the games are involved in the different mobile, video console, and online internet games (Heng, 2009). Today the online games are located to the preferred canal for gamers who play as online gamers which enable players to play anywhere and anytime with whom they like to play with. Customer check is always a minor alarm for studios because the continued development of the field, plan, and the start of a game are the one pouring up the numbers of the games in the market (Heng, 2009). As an outcome, in conditions of customer hold, gamers are regularly disappointed by some issues. Their elevated prospect is not met as makers are the unmoving view of the cast list of the product even though the required always for customer sustain and gamers don’t have the endurance to stay when a matter comes (Yap & Yazdanifard, 2014).

Target Markets

Consumer’s behaviour is a physiological procedure and is related to the emotions of the consumer.  In this process the consumer starts with whether the need product or not, and then find a method or a medium of solving these needs, makes purchase decisions like preparation, whether he would buy product or not buy a certain product, and then confirm the Information, notes down a preparation and then outfit the plan of making the pay for certain products. It has become more and more difficult for game makers to produce and maintain product faithfulness; client support is the chance investment in the possible level that’s making up in the gaming business (Li, 2016). Moving the completion of customer support is necessary. In gaming business equation it should not be forgotten that satisfaction is connected to revenue giving behaviors of the industry, including the chance of the player to buy a game online or offline. A rising player base requires pleased players who are probable to advocate the game to other future players (Li, 2016). Customer support will give you more concurrent connections with players which are another conduit for getting precious and opportune and feedback on your product. Shown that you really get your viewers and value their purchaser experience which preferably will relocate into brand devotion uphill of millions of subscribers were paying less fee a month to play the online game (Li, 2016).

Group Influence can also affect the plan or decision made by the costumer, groups are family members, age group, immediate relatives and the minor influential group consisting of neighbours and associates are seen have a better influence on the purchasing decisions of a buyer.  And since the gaming world has established itself teeter at the border of a financial precipice. In the first eight months of this year, retail sales of video games plummet 20 percent in throughout the world. That followed a dreary presentation in past years when sales fell 20 percent (Grewal, Cline & Davies, 2003). An analysis of the condition of the markets this year said it was likely that it would be the most horrible year for trade game console software and hardware sale (Grewal, Cline & Davies, 2003). The stressed economy has surely been an issue in the turn down, particularly bearing in mind that young men long a centre spectators for games were it strike so rigid throughout the recession. Another growth will sound recognizable to anybody who once had a pleasing evidence collection the democrats, troublesome effect of less costly digital downloads has distorted the commerce replica (Li, 2016).

Consumer behaviour is influenced by the Purchasing power of any consumer. The consumers firstly see the purchasing ability on them before making a decision to buy any products or services v. The product can or can’t be excellent, but if it fails to meet the buyers buying ability, it will have a towering impact on it its sales. Segmenting customers on their retail capability would help in formative eligible customers to attain the better result.

The commercial plays a better role in affecting the purchasing decisions by customers. They are believed to bring about a huge shift in marketplace shares of the spirited industry by affecting the purchasing decisions of customers (O’Brien & Ahmed, 2015).

Customer expenditure decisions are to be very much affected by the financial situation customary in the marketplace (O’Brien & Ahmed, 2015). This holds accuracy, particularly for purchases houses and different family appliances.

Culture is a very important and multifaceted faith of human behaviour which includes the different aspects of human society, the deeds of the culture, its values in society and ethnicity (O’Brien & Ahmed, 2015). Culture is examined as it is a very important factor that effect of the buyer’s conduct.

The customer is known to the ultimate user of the product and the services which are being available in the marketplace. Purchasing decision of the end user and the customer behaviour largely impacts the market strategies according to the consumer needs (O’Brien & Ahmed, 2015). The decision making of the consumer depends on certain factors which are the product requirement, decision regarding the product purchasing, valuation of the substitutes for the merchandise, research related to information, recognition of the issue, evaluation and purchase associated properly before the purchase (Gamson, 2013).

In the first stage, there is a slow increase in the growth of the product sale as the introduction of the product in the market. In certain countries game console, PS 3 is located already in the central point of the stage, for the reason that several game-console fans and lovers ordered the game PS 3 in progress for becoming the primary consumer for the game (Gamson, 2013).

The second stage of the product life cycle is the growth stage; during this period, the acceptance of the product in the market is recognizable and the quantity of the units related to the sales increases (Bhander et. al, 2003). Primary user account about the merchandise positively and other customers are fetching inquisitive.

The third stage is the maturity stage, as in this stage the growth of the sales slowdown as the product achieves the acceptance by nearly everyone buyers (Bhander et. al, 2003).

In the fourth stage of decline, the majority of the probable buyers already have the product and therewith a number of sale decreases (Bhander et. al, 2003).

At the time of the purchase of the product with the availability of certain different choices, many decisions are also to be taken related to the purchasing of the product. Such huge selections of the products and the given exceptional character of the product which may or may not be at variance with additional products, this lead the decision of the consumer to be planned out carefully (Bhander et. al, 2003). And such a concept of the decision making in the purchase of the product is known as the Consumer Decision-Making process

The factor influencing the decision making process of the consumer is the inputs related to the marketing controls.
The youngsters encompass the huge market of the products related to the gaming console of the different consumer brands. Accordingly, the enormous budgets related to the marketing are targeted for the group (Mihart, 2012). This was also evidenced in one of the USA facts where it is noticed that the expenditure of the advertisement for the targeted teenager’s category has resulted in growth US$2 billion in 2000 from the US$100 million in 1990 (Mihart, 2012).  

Product – The gaming console appeal is majorly focused and also seen majorly in the male teenager market (Mihart, 2012).  Consequently, the feature of games ‘shoot ’em up’ and soaring action such as in ‘God of War’ and ‘Crisis Zone’, that fulfils the customer’s motivational needs (Mihart, 2012). Company Sony has in recent times rationalized the ‘fun’ factor of the gaming console product with the addition of the motion sensor controllers. Additionally the gaming console offers the consumers with the highly developed audio and visuals as compared to the other console game (Mihart, 2012).

Price – Price strategy of the company is also to constantly adopt an antagonistic strategy of the price discounting on the gaming console product. The adolescent market, which is targeted by the gaming console is been actively seen to seek the value related to the money (Huang & Kuo, 2012).

Place – Nowadays the youngsters as a result of the increased e- commerce strategies, research and purchase the products online. Online searching gives them the easy accessibility of the products at their finger tips (Kanagal, 2016). Teenagers are now becoming customers at the earlier stages as compared to the older generations and are concerned to get the best worth for wealth for any precise purchase that was attaining the best transaction or worth with respect to a precise buy (Kirriemuir, 2000). For some young people, this was expenditure the least total of money for a buy. Adolescent customers are always kept looking for various online sources of news/information before they buy anything (Kanagal, 2016). Still, if they buy nothing from the segment of online, they more often than not gather information from the internet segment of online before going to shop anything in from the substantial stores. Sony sells its famous and well known PlayStation software and hardware online from its individual website plus from the specialist online shops like the Play.com and Amazon (Kanagal, 2016). However, the uppermost quantity of their sales at a halt come from vend shops such as Tesco, Comet, and Game.

Promotion – The advertising mix, mainly, promotion, has a thoughtful effect on customer behaviour. The lesser aged/younger customers in Sony PlayStation’s objective addressees have full-grown up in the ‘digital age’ plus their use of advertising messages has grown-up with the amplified assortment of the media accessible to them at all times (Grewal, Cline & Davies, 2003).

the study has revealed that this collection, by and large, finds conventional media such as radio and newspapers to be mainly irrelevant. It, in addition, finds that, though they watch a too much of the TV this is lessening due to the accessibility of more discriminating ways of considering their preferred shows like watching them online (Kirriemuir, 2000). Young persons are distant more probable to be prejudiced in their purchase behaviour from first to last what they are open to the elements of online. Though, they do not like disturbing publicity aimed at them during these advertising media (Heng, 2009).

In their study newspaper ‘Theories of the Attitude Change’ (1992) Unnava, Petty and Strathman, consider that publicity does certainly influence client behaviour (Chatzidakis & Mitussis, 2007). It achieves this by altering the way that the present customer beliefs are evaluated. The similar authors have formed an ELM which stands for the Elaboration Likelihood Model of influence which suggests that, if their attitude is transformed by publicity these change in is probable to persist going presumptuous (Chatzidakis & Mitussis, 2007). Hence, publicity clearly has a main role to participate in altering and to consolidate the previously held attitude to manufactured goods such as Play station and also perhaps generating faithfulness to the Sony product in the longer expression (Apisitwasana,et.al, 2017). The similar investigation also proposes clients who find publicity messages ‘relevant’ will squander longer dispensation that communication that, in turn, can ground change in approach and actions (Chatzidakis & Mitussis, 2007).

PlayStation publicity typically emphasises the technological merits of a depress. The commercials exhibit scenes from sports competitions which show the advanced merits and are extremely pertinent to the adolescent buyer of the PlayStation. The well organised and worldwide known company Sony also has definitely established its clutch of the require for notice in its marketing performance (Grewal, Cline & Davies, 2003). Its publicity for the PlayStation has commonly featured arresting imagery which has over and over again sparked an argument. In adding up to this, Sony now use the online technique as the forefront of the PlayStation promotional scheme

Brand character and status – Young persons are bombarded with advertising communications about the significance of brand and representation, to a greater extent, here it has strongly prejudiced their purchasing actions and also has the way in which they meet people with the adults and with their aristocracy, refer the child psychologist Allen Kanner in the year 2004 (Wilson, 2017). PlayStation and Sony both have a sturdy brand name in the open trade marketplace

Each and every contact aim between the product and the customer, from publicity to point of acquiring, when performing synergistically, has the possible to set up a common sense of a belong to the customer. This may outcome in reiterate buy and the enterprise of an association between the maker and the customer. Gaming console to focus on the better consumer environment which may create the positive area of sales as the youngsters love to conform such things to their references and exert a lot of involvement in the decision making process related to such areas of purchasing such as a game console.

Hence, the gaming console market is extremely precious and spirited. The console brand that costume buys is powerfully prejudiced by both mental and advertising factor and also by the customer surroundings. The marketing activities related to the gaming console play a vital role on the certain physiological needs of the consumer for gaining the consumer attention and influencing the decision of purchase.

References

Apisitwasana, N., Perngparn, U., & Cottler, L. (2017). Gaming Addiction Situation among Elementary School Students in Bangkok, Thailand. Indian Journal Of Public Health Research & Development, 8(2), 8. https://dx.doi.org/10.5958/0976-5506.2017.00073.0

Bhander, G., Hauschild, M., & McAloone, T. (2003). Implementing life cycle assessment in product development. Environmental Progress, 22(4), 255-267. https://dx.doi.org/10.1002/ep.670220414

Carrigan, M., & Attalla, A. (2001). The myth of the ethical consumer – do ethics matter in purchase behaviour?. Journal Of Consumer Marketing, 18(7), 560-578. https://dx.doi.org/10.1108/07363760110410263

Chatzidakis, A., & Mitussis, D. (2007). Computer ethics and consumer ethics: the impact of the internet on consumers’ ethical decision-making process. Journal Of Consumer Behaviour, 6(5), 305-320. https://dx.doi.org/10.1002/cb.223

Gamson, W. (2013). Games Throughout the Life Cycle. Simulation & Gaming, 44(5), 609-623. https://dx.doi.org/10.1177/1046878113503301

Grewal, R., Cline, T., & Davies, A. (2003). Early-Entrant Advantage, Word-of-Mouth Communication, Brand Similarity, and the Consumer Decision-Making Process. Journal Of Consumer Psychology, 13(3), 187-197. https://dx.doi.org/10.1207/s15327663jcp1303_01

Heng, S. (2009). A Serious Business with Plenty to Play for: The PC, Console and Mobile Gaming Sector. SSRN Electronic Journal. https://dx.doi.org/10.2139/ssrn.1463321

Huang, Y., & Kuo, F. (2012). How impulsivity affects consumer decision-making in e-commerce. Electronic Commerce Research And Applications, 11(6), 582-590. https://dx.doi.org/10.1016/j.elerap.2012.09.004

Kanagal, N. (2016). An Extended Model of Behavioural Process in Consumer Decision Making. International Journal Of Marketing Studies, 8(4), 87. https://dx.doi.org/10.5539/ijms.v8n4p87

Kirriemuir, J. (2000). The console market. Virtual Reality, 5(4), 236-244. https://dx.doi.org/10.1007/bf01408522

Li, K. (2016). How Language Affects Decision-Making in Social Interactions and Decision Biases?. SSRN Electronic Journal. https://dx.doi.org/10.2139/ssrn.2751041

Mihart, C. (2012). Impact of Integrated Marketing Communication on Consumer Behaviour: Effects on Consumer Decision – Making Process. International Journal Of Marketing Studies, 4(2). https://dx.doi.org/10.5539/ijms.v4n2p121

O’Brien, M., & Ahmed, A. (2015). Threat affects risk preferences in movement decision making. Frontiers In Behavioral Neuroscience, 9. https://dx.doi.org/10.3389/fnbeh.2015.00150

Sarabia-Sanchez, F. (2005). Consumer attitudes towards the future and some purchase patterns. Journal Of Consumer Behaviour, 4(6), 407-419. https://dx.doi.org/10.1002/cb.27

Voida, A., & Greenberg, S. (2011). Console gaming across generations: exploring intergenerational interactions in collocated console gaming. Universal Access In The Information Society, 11(1), 45-56. https://dx.doi.org/10.1007/s10209-011-0232-1

Wilson, R. (2017). Target Corporation: Maintaining Relevance in the 21st Century Gaming Market. Kellogg School Of Management Cases, 1(1), 1-25. https://dx.doi.org/10.1108/case.kellogg.2016.000332

Yap, C., & Yazdanifard, R. (2014). How Consumer Decision Making Process Differ From Youngster to Older Consumer Generation. Journal Of Research In Marketing, 2(2), 151. https://dx.doi.org/10.17722/jorm.v2i2.54

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