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Report on making sales pitch for Video Games through social networking sites.

Brief Introduction about Social Networking:
A social network is a social structure made up of individuals (or organizations) called
"nodes", which are tied (connected) by one or more specific types of
interdependency, such as friendship, kinship, common interest, financial exchange,
dislike, sexual relationships, or relationships of beliefs, knowledge or prestige.

Social network analysis views social relationships in terms of network theory
consisting of nodes and ties (also called edges, links, or connections). Nodes are the
individual actors within the networks, and ties are the relationships between the
actors. The resulting graph-based structures are often very complex. There can be
many kinds of ties between the nodes. Research in a number of academic fields has
shown that social networks operate on many levels, from families up to the level of
nations, and play a critical role in determining the way problems are solved,
organizations are run, and the degree to which individuals succeed in achieving
their goals.

People have used the idea of "social network" loosely for over a century to connote
complex sets of relationships between members of social systems at all scales, from
interpersonal to international.

With close to 1200 million users worldwide and with growth rate 27% of number of
users per year it is one of the fastest means of communication.

Brief Introduction about video games:

A video game is an electronic game that involves interaction with a user interface to
generate visual feedback on a video device. The electronic systems used to play
video games are known as platforms; examples of these are personal computers
and video game consoles. These platforms range from large mainframe computers
to small handheld devices. Specialized video games such as arcade games, while
previously common, have gradually declined in use.

Social Aspects
The November 2005 Nielsen Active Gamer Study, taking a survey of 2,000 regular
gamers, found that the U.S. games market is diversifying. The age group among
male players has expanded significantly up into the 25 - 40 age groups. For casual
online puzzle-style and simple mobile cell phone games, the gender divide is more
or less equal between males and females. Females have also been found to show
an attraction to online multi-player games where there is a communal experience.
More recently there has been a growing segment of female players engaged with
the aggressive style of games historically considered to fall within traditionally male

Germany. Spain. Students are found to be "learning by doing" while playing video games while fostering creative thinking. first-person shooters). Researchers found that such enhanced abilities could be acquired by training with action games. was a two player game. Tennis for Two. education would enjoy significant benefits. Japan and the United Kingdom. most consoles have been shipped with two or four controller inputs. It has been suggested by a few studies that online/offline video gaming can be used as a therapeutic tool in the treatment of different mental health concerns. Benefits: It has been shown that action video game players have better hand-eye coordination and visuo-motor skills. arguably the first video game. France and Italy.g. had two controller inputs. It has been noticed that gamers adopt an attitude while playing that is of such high concentration. as was its successor Pong.genres (e. but not with games requiring concentration on single objects. Commercial Aspects Game sales: The three largest producers of and markets for computer and video games (in order) are North America (US and Canada).S. According to the ESRB almost 41% of PC gamers are women. education system.. Multiplayer arcade games typically feature play for two to four players. sometimes tilting the monitor on its back for a top-down viewing experience allowing players to sit opposite one another. the Magnavox Odyssey. The first commercially available game console. sometimes in Electronic Sports. Learning principles found in video games have been identified as possible techniques with which to reform the U. Multiplayer: Video gaming has traditionally been a social experience. Some have had the ability to expand to four. or by hot seating. eight or as many as twelve inputs with additional adapters. their sensitivity to information in the peripheral vision and their ability to count briefly presented objects. or cooperatively by using either multiple input devices. South Korea. Multiplayer video games are those that can be played either competitively. and that if the same attitude could be adopted at school. Since then. Other significant markets include Australia. they do not realize they are learning. involving challenges that switch attention between different locations. such as their resistance to distraction. such as the Multitap. Mexico. Both India and China are considered emerging markets in the video game . than non-players.

Japanese consumers tend to purchase console games over computer games. It reported in 2004 that: • Console and portable software sales: $6. A large number of summer blockbuster films spawn a companion game. down 35% from 2003 • PC game sales: $1. The NPD Group tracks computer and video game sales in the United States. not units. So we get large numbers on these sites and they are easily approachable. especially MMORPG games and real-time strategy games. Unauthorized distribution is also rampant on the PC. • Social networking sites have huge number of users (close to 1200 million) and about 40% of them are regular visitors who check their profile or page on an average once a day. with companies like Sony having significant stakes in both.2 billion. Why making sales pitch for video games through social networking site: There are several reasons why social networking sites is better option than other means of marketing like telemarketing. But with the release of the next-generation consoles in 2006. .7 billion. because more software and hardware was discounted than in 2003. direct marketing etc.industry and sales are expected to rise significantly in the coming years. • The demo version of the game can be also provided through social networking site which gives user a chance to have hands on with the game. down 15% from 2006 PC games that are digitally distributed either directly or by networks such as Steam are not tracked by the NPD. This is the age group where users have interest for video games. Sales of different types of games vary widely between these markets due to local preferences. In South Korea. Irish are the largest per capita consumers of video games. and Steam does not list sales numbers for games downloaded through their service.1 billion.000 Internet cafés in South Korea where computer games can be played for an hourly charge. Unit shipments for each category were higher than the dollar sales numbers indicate. • Most of the users of social networking sites are between age group of 18-30. computer games are preferred. That gives us a large consumer base for marketing our product (video game). • Pages of social networking sites are easier to understand and this makes selling through social networking sites much easier. The game and film industries are also becoming increasingly intertwined. up 8% from 2003 • Console and portable hardware and accessory sales: $3. these numbers increased dramatically. These figures are sales in dollars. with a strong preference for games catering to local tastes. There are over 20. • Except for few social networking sites the ad cost on social networking sites are fairly low and hence product can be advertised at cheaper cost. often launching at the same time to share the marketing costs.

The web page needs to be simple for user to understand and navigate easily with much hassle.• 3 out of 4 P’s of marketing specifications can be met at the same place and at same time. • Product sold through social networking sites will be cheaper as compared to sale through other medium as advertisement cost is reduced and also transportation and ware housing cost is reduced because we need to have centralized warehousing from where the product can be shipped. We can also specify some rewards for the users like if they refer this to certain number of friends they get something in return. The negotiations for the price can be based on per click (where we have to pay only if the user clicks the link) or the time based contract where we pay lump-sum amount for certain period of time. • The most important things with the selling through social networking site is that we get real time feed backs from the users regarding the products and what all the improvements needs to be carried out along with their suggestions that reduces the lead time in delivering the modified or customized product. Now we will have to contact the owner of the social networking sites through which we will be putting the advertisement. How to market a video game through social networking sites: We need to have a recognizable domain name for our site where we will have all the details of the video games. We need to make sure that our site is up and running all the time and it has latest updated details of the video game whose promotion is being done through social networking site. They are Product specification. place and promotion. • In case of any issues with the product specification it the product can be easily removed from the social networking site which is little difficult in case of other means of marketing. . We need to negotiate the price and location of the link that can be seen easily to the user. The cost of doing this will be minimal. Once the deal is negotiated we need to create the link and post it on the social networking site. This needs to be maintained in-house. • It’s easier to do segmentation and differentiation of product based on the price and specification just by providing the relevant details that saves the time for consumers. • Criteria for both niche marketing and broad marketing can be fulfilled.

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