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CONSUMER MARKET SEGMENTATION
Demand Demand
• Low-cost family PC • High immersion games
• High immersion games and and interactive TV
interactive TV • PC gadgets
• Powerful home business
equipment
• Home banking
Techno wannabe Technophile
• 50% have kids, only 17% • 50% Purchased PCs before
High of these have PCs 1993
• 45% own game systems • 45% are self-employed
• 45% manage investments
with their computer
Technology
receptivity
Technophobe Techno follower
• 55% are over 55 years of age • 55% purchased PCs
Low • 74% are not college graduates before 1993
Demand Demand
• Low-cost, easy-to-use Low High • Multimedia replacement
service appliance PCs
• Health monitoring PC ownership • Powerful home business
equipment
TECHNO . . .
. . . phile
. . . wannabe . . . follower
H h
ig ig
h H
. . . phobe
Technology L w PC
o o
receptivity w L ownership
2002
2.5 1 .3 2 5 1 .5.3 2.5 .2 .1
2005
6 11 3 4 40 12 7 3 10 4 2.5