7 O’s of Marketing  PRODUCT-COMPUTER MOUSE  

Group 4 :  Aman Gupta Karan Arora Purna Chandra Dubey Shrayata Mital Vaibhav Vaid

7o’S ON COMPUTER MOUSE
Occupants (a) Customers: educational institutes, organizations, home users. (b) Key Players: Logitech, Microsoft, HP, Dell (a) durability, (b) affordability (c) performance (d) brand name. Bought for (a) efficient navigation of computer, (b) Ease of operations (c) special use for animations, gaming, simulations etc (a) (b) (c) (a) (b) Occasions Parents or self buying administration Procurement departments Market place -Cash or credit from retailers, wholesalers and manufacturers Meta space – credit cards, electronics fund transfer and demand drafts. Objects

Objectives

Organizations

Operations

Bought on (a) purchase of PC’s and laptops (b) Replacement of defective (c) special needs like gaming and animation (d) Improvement in technologies Bought at (a) electronic goods market, (b) Authorized dealers (c) Online buying

Outlets

INFLUENCES ON CUSTOMER BEHAVIOUR
• Initially Apple launched Mouse for the ease of computer animators and graphic designers. This has now spread to the realms of normal households and every PC now has a mouse.

CULTURAL  FACTORS

• Mouse has a big market in countries with greater usage of Personal Computers. • Gaming mouse is the overwhelming choice in countries like USA, Germany, Japan, Korea etc. where there is dominant gaming culture. • Quality of the mouse used by a person in an organization is related to his position in the company and his nature of work. • People also get influenced by the brand used by his/her reference group (neighbors, friends, colleagues, etc).

SOCIAL  FACTORS

PERSONAL  FACTORS

• Animators, graphic designers and gamers use a high performance mouse with high DPI(Dots Per Inch). • People with high PC usage require mouse with better ergonomics.