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Perilaku Konsumen 2
Perilaku Konsumen 2
BY
M. ICHSAN.F
134010470
FACULTY OF ECONOMICS
PASUNDAN UNIVERSITY
2
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Since the handouts given was written mostly in English
this papers was done in the same manner
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TABLE OF CONTENTS
Table
of
Contents
..3
Product
Description
.4
Market
Segmentation
of
The
Elder
Skyrim..5
Consumer
Decision
Making
Process
on
Skyrim.6
The
Scrolls
Elder
V:
Scrolls
V:
Elder
Scrolls
V:
Promotions
..8
Form
of
Promotions
8
Promotion
Media
.9
Promotion
Broadcast
Time9
The
Best
Kind
of
The
Media
Promotion9
Used
as
Promotion
Theme
and
Endorser9
Relevance
of
Products
Brand
Lifestyle10
With
Relevance
of
Products
Brand
Personality.10
With
Relevance
of
Products
Brand
With
Refference.10
Group
Refferences
..11
4
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1.
Product Description
5
Page
6
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Albeit what the statistical data said, there have been cases of people in
their 30s registered in the game forums database playing The Elder Scrolls V:
Skyrim, this might be due to the said person used to be in the Action RPG
category and having grown up still having the same game preference. Also,
according to Entertainment Software Association/ESA ( www.theesa.com), there has
been a significant growth of female gamer. As of 2015, the comparison between
male and female game player is 56:44. This further expand the possible target
audience of the product.
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knowledge and pretty clear picture of what experience they might get from the
product.
For first-time buyer, though, the decision making process will mostly be the
same as of high involvement products because video games are costly in term of
price and the risk of bad purchase experience is high(not to mention that they
had to pay for it while some people freely pirate the said product, it would leave
them depressed while feeling stupid and guilty for doing what was supposed to
be the right thing).
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make comparison based on game critic websites such as metacritics and from
people who purchased the product before through the said products section
inside
a
gaming
online
forums
and
sometimes
through
their
friends/colleague/family and also from gaming magazines. But most of the time
the primary resource of gathering information is from the internet, since theres a
strong relation its starting to become a trend that gaming = computer =
internet, this is proven to be true because video games nowadays often requires
an active internet connection in order to save ones progress, making purchases
of additional contents, and playing in multiplayer mode(when a player connects
with another through the game server in order to play the game together).
That being said, the primary stimulus of a consumers learning process for
this product usually came from the reputation of it being the biggest open-world
kind of role playing game with limitless customization and deep storytelling.
From cognitive learning perspective, the main factor that drives consumer to
expose themselves to the said stimulus is boredom and an urge of doing their
hobby and sometimes situational like on summer holidays one of the many
activities to do is playing video games.
6. Promotions
9
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a. Form of Promotions
The best kind of promotion that suits this product since it is an already
well known product is word of mouth between gamers, social media issues,
advertising, whether it was informative, persuasive, or reminder advertising on
the right media, because the market segment usually is limited on talking about
such products in their everyday life and will look on specific place and asking
specific people when they want some information about the product. Publishing
through the game reviewers/critics is also an effective way in building positive
image of the product because consumers usually make an evaluation of the
product based on their reviews/scores.
10
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b. Promotion Media
Page
11
10.
12
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REFFERENCE
http://blog.apptopia.com/game-demographics-that-every-developershould-know/
www.theesa.com
http://en.wikipedia.org/wiki/The_Elder_Scrolls_V:_Skyrim
http://www.statista.com/