Case 1: Video Game Market Research Project

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Cases Introduction Each running case includes five partsinitiating, planning, executing, controlling, and closingwith scenario-based information and several tasks to complete under each part. Case 1: video game market research Project This case should be interesting to the video game enthusiast as well as anyone interested in marketing new products. It also involves business and personal ethics. The main purpose of this and other cases presented here, however, is to help you practice some of the project management skills you are developing as part of your course. Part 1: Initiating Scenario An international marketing and distribution company is considering several new projects related to the video game industry. They already have several products and services related to the entertainment industry, such as movie and book clubs. The company mostly deals with adult customers and markets, but the VP of marketing, Lori, wants to investigate opportunities related to the growing video game market. After spending a small fortune on a new gaming system and video games for her son, she believes that parents usually pay for video games and want to be even more informed and involved in knowing what their children are playing. She also knows that many adults spend more and more of their free time using video games, and children also pay for games and other products themselves, especially via online orders. This Video Game Market Research Project would involve several marketing and information technology professionals. The main goals of the project would be to research the current and projected market, develop and administer online surveys to collect data, hold focus groups to help understand the potential market and target markets, analyze the data, determine whether or not your company should enter this market and how, and develop a plan for moving forward,
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