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The Key-players?
02 Xbox vs Playstation 2 vs Nintendo
Type Of Gamers?
05 Hard Core vs Serious vs Casual
06 Analysis:
1.Did Microsoft investigate the Korean market correctly? What could have
been done differently?
2. Do the marketing research findings serve the purpose of
the XBox team?
3. Is there any other information that could have been obtained?
The Xbox?
•Unveiled on Mar. 10, 2000 by Microsoft at the Game Developers’ Conference
•With Xbox, Microsoft is entering the electronic entertainment industry and will compete on both fronts-
Soft ware and Hardware
•It is a high performance, easy to use gaming platform that would be helpful to create better and faster games
•Launched in US market on Nov. 15, 2001
The console gaming
Market
8
Marketing research by Microsoft
The unavailability of secondary market research report of Korean gaming market made it
compulsory for Microsoft to conduct its in-house market research to understand the
Korean Gaming Market
The market research was focussed on three main aspects of Korean Market:
1. What should be the Golden Portfolio: Which games should be part of Xbox lineup that
would best satisfy the Korean Gamers?
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Methodology
•Demographics
•Game Behaviours
•Game Preferences
•Purchase Intent
•Purchasing Behaviour
•Purchasing Barriers
•Brand/Product Awareness
•Product Ownership
•Localisation Attitudes
10
QUALITATIVE STUDY: FOCUS GROUP
GROUPS AGE NUMBER OF PEOPLE TYPE OF GAMERS
3 14-26
1 14-26
QUANTITAVE STUDY: TELEPHONE INTERVIEWS
SAMPLE AGE
QUALIFICATIONS REQUIRED
83% 10-30
• MINIMUM GAME PLAY OF ONE HOUR/WEEK
• PRIMARY GAMERS IN HOUSEHOLD
• 150 HARD CORE GAMERS(15+ HOURS A WEEK)
• 100 SERIOS GAMERS(4-14 HOURS A WEEK)
• 100 CASUAL GAMERS(0-3 HOURS A WEEK)
17% 10-30
The Three segments of gamers
Predominantly lies in the age gap of 13-17. They are the early adopters and the trendsetters. Spend
Hard Core more than 15 hours per week playing games. Equally enthusiastic about playing at home and at Bang.
On average spends $190 yearly on games. Majority are interested in buying console.Many of them
34% own more than 20+ titles
Serious Predominantly in the age group of 13-24.Majority still in high school. Relies on Hard core gamers for
recommendations of games. Spend more than 12 hours per week playing games. Equally enthusiastic
about playing at home and at Bang. On average spends $123 yearly on games. Few are interested in
37% buying console. Many of them own more than 5+ title.
Casual Predominantly in the age group of 18-29. Majority in college. Relies on others for recommendations of
games. Spend more than 3 hours per week playing games. More enthusiastic about playing at home
than at Bang. On average spends $65 yearly on games. Majority are not interested in buying
29% console.Most of them own more 0 or at least 2 titles
Research Analysis
Localization
Localisation was important
for the success of the
Korea vs Japan product, although localized
They assumed that people in-game content was not a
big barrier
in Korea will have negative
feelings towards Japanese
products however the
study proved the younger
generation didn’t care
about this
PC Preference
The most important
Less Awareness barrier to purchase was
Console awareness was poor preference towards
among the respondents also computer gaming
64% of the respondents were
not very interested or not at
all interested in buying
gaming consoles
RESEARCH RECOMMENDATIONS
Mix of Games
With focus of Strategy, RPG and Action
Games
Analysing Microsoft’S market research