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FACTS: Facts Presented in the Case

Strength Weakness
Vth largest internet services company & Ist to Low Customer loyalty | Highly fragmented market
About WebTel :- US Video Game Market:-
offer complete entertainment solutions that
1. 5th largest US Internet Service Player $7 Bln 2011 , World market grew by about 16% to a total of became an industry norm.
2. Prominent in Texas & Surrounding States $70 Bln by 2015
3. First in Bundling Internet, TV & Phone
Service Internet Offering incl Narrow & broadband to residential &
commercial customers 2010 - this sector has $39.5 Bln & Opportunities Threat
Revenue WebTel (2010) :- Market has grown 3.9% annually since 2005, 2014 a projected Engage women gamers with 10 million female Highly competitive market | Rivals having similar
1. Total Revenue $8.5 Bln, gamers ages 18 to 24, families with more than aims | Low switching cost, high customer churn,
market value shall be $41.9 Bln ( decelerate by 1.5%)
2. Broad band & Telephony $5.7 Bln (2/3) $75,000 in annual income and the entire resistance to usage-based pricing, threats of new
3. Entertainment- $2.8 Bln gaming community with holistic gaming and entrants and substitutes.
entertainment solutions to generate revenue.
Build brand image and loyalty.

INFERENCES / INSIGHTS: about consumer Needs and Motivations

SOLUTIONS: Products / Services that address the Inference / Insight

SUBSCRIPTION|
LOYALTY PROGRAM
Assignment Task: Read the case “Gaming the Gamers”. Identify meaningful solutions
that the firm may provide towards reaching its marketing / business goals. Process to be
followed:
•Compare the three segments (Solitary gamer, Genre gamer, Multiplayer gamer) for which
extensive data is provided in the case and its exhibits. 
•State relevant facts in the template provided - not all facts, but those that are relevant. 
•State one or more insights that you've arrived at from the facts that you've listed (insights
are based on consumer needs and motivations)
•List solution(s) that the firm can provide that would meaningfully address consumer needs
and motivations - this may be for one or more of the three segments.

•The length of the submission is One (01) slide only (as given in the template).

Assignment1: Gaming the Gamers

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