Brief description
KOMPAN is a company that was set up in 1970 by Tom Lindhart. It is one of the most successful company that produces playground equipment. It has more than 700 employees and its product are sold in about 70 countries worldwide.
Its philosophy is:
Health - More play, healthier children
Learning - Behind all the fun lies learning
Environment - We create a better future for children.
The mission “to operate in a positive development of people, planet and play”.
The vision is ”To be the global leader by providing unique playground solutions that promote health and learning”.
Marketing mix
Product
• Products of KOMPAN are the best in Europe.
• It is very innovative.
• Their product is unique in quality in design (Although
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With a world digitalization, children tend to spend more time playing games on internet than being outside. However KOMPAN’s playground could give them a good reason to go out. o For adults a substitute for outdoor fitness could be real indoor one. Where it is more comfortable as nobody cares what you are doing. Nevertheless it could be a great possibility for runners to have some workout in the park or running area.
PESTEL analysis
• Political factors o Germany is a democratic republic with the president, the Prime Minister (Angela Markel) and his cabinet. o Germany was one of the founders of European Union. o Today’s role of the Germany is significant worldwide. o We have to take all of these factors into consideration as it is always difficult to enter new market. Germany is open to new companies coming to the country, if it cooperates with their rules.
• Economic Factors o Germany does not have many raw materials. We can find lignite and potash salt here. Other materials are imported from different countries (2/3 of all energy
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Consumer buying behaviour
• As the buying of new playground equipment is not very frequent, the research must be made properly. It is quite expensive and the brands and products are unfamiliar. That is why we can say it is “Extensive decision making” type of buying behaviour. There are big economic, performance and psychological risks. People can get information from companies, relatives or friends.
• This type goes through all six stages of the buying proces
• Factors that influence purchase decision are following o Personal that are unique to particular person. These can be demographic factors, sex, rase, age etc… In this case the people who decide about buying will be Builder (people aged from 35 to 50), both women and men. o Psychological which consist of Motives and Attitudes.
The main motives in this case will be to satisfy children or adults by providing a possibility for self-actualization and esteem improving. Another important motive will be safety. Only the best company as KOMPAN can be trustful and therefore consumers can have positive feeling about it. All the possible weaknesses must be
One of the countless reasons Day has explained this is," So instead of physical risk, Rockwell talks about creative risk. At the Imagination Playground, you can dare to build whatever you want." This quote shows how safe playgrounds take the creativity and the diversity out of playgrounds and gives a risk to children.
It may not be practical to enter a completely new market alone, without any help from existing companies who are already established there.
I've gone back and reassessed my current relationships, whether it's with my family,friends, or a significant other and learned a whole lot about my own relationships. During other parts of this project I really got to delve deeper into different relationship dynamics for various other people, like when I interviewed my mother and Mrs. Davenport, or reading various other texts and connecting them to mine like the relationship Stanley and Stella had in streetcar named desire or the family bonds from the deck reading and how they apply to my own family. Everyone relationships and bonds to others is different and no one had the same connection to each other, but throughout time it's noticeable that the relationships we have been more alike than we think.
The lack of playgrounds gave my friend and I the opportunity to create games and scenarios out of thin air. Alondra and I could be zookeepers chasing after our favorite animals or space explorers who eventually discover an alien race! Not having playgrounds forced Alondra and I to open our minds and that lead to endless possibilities of fun. Imagination has a colossal effect on a child’s mind as they grow into adults. Stimulating your imagination when you are young can lead to out of the box thinking which can benefit a child’s learning.
Build-A-Bear Workshop was an American toy retailer, which was founded by Maxine Clark in 1996 in St. Louis, Missouri. Build-A-Bear Workshop main served teddy beard and other stuffed animals, and accessories for teddy bears and other stuffed animals. According to professor Eisner, Korn, Baugher, and graduate student Vojtkova (2011), “Build-A-Bear Workshop was founded 13 years ago on a simple but powerful idea: to create a successful company with heart” (p. C259). In order to differentiate itself from other toy producers, Build-A-Bear Workshop served customers with interactive experience by “allowing its customers to make, personalize and customize stuffed animals od their choosing” (p. C262). As professor Eisner et al. (2011) concluded, “the company (Build-A-Bear) differentiated itself from the competition with marketing initiatives that facilitated stronger connections with its customers” (p. C262) In addition, Build-A-Bear Workshop exercised its focus strategy by narrowing its product lines. Build-A-Bear Workshop earned a big success in the past decades.
Germany was in need of a democratic government in order to meet the harsh provisions of the Treaty of Versailles. Established by members from the Social Democrat Party in 1919, the Weimar Republic became the central power in Germany for the following years. The republic was found in the city of Weimar and was a replacement, so to say, for the imperial government that had previously stood as the central authority. Even though the Weimar Republic managed to lead Germany for 15 years, it experienced devastating drawbacks such as hyperinflation, lack of support from the public, and the constant efforts from different groups to overthrow the government; because of these factors, different political groups sought a resolution, such as overthrowing the government and pushing for a strong leader. Severe economic problems arose in Germany essentially due to the punitive provisions of the Treaty of Versailles.
P’kolino’s story is all about passion for superior products and how they can change people’s lives. Founded by Antonio Turcos-Rivas and J.B Schneider, the Company’s goal is: to “make better products to improve play at home”. In the course of developing safe and quality products, implementing and marketing other strategies, P’kolino Company aims at improving children’s play thus , improving sales by $51million (Bygrave and Andrew, 2008). The Company’s goal was comprehended during their MBA’s study. During their study, the two entrepreneurs began a thorough research and development project with more than twenty international design students.
Germany has many interesting facts. Germans wear their wedding rings on their right hand instead of the left hand as it is in the United States. German students go to school 220 days a year instead of 180 like United States students do. They also have a 500-year purity law that is regarding to their beer. This law makes it where Germany can only have hops, malt, yeast, and water in their beer. In Germany, they allow their animals in restaurants, churches, and other public places. When eating, do not put your left hand in your lap they consider that as looking like your feeding the dog. Germans do a lot of bicycle riding all around there country and, it is one of their favorite recreations. These are many interesting facts about Germany and the people of Germany. Culture and lifestyle in Germany is not quite, as it is in the United States. Germany is a very small country with some of the best cuisines. Foods that are most associated with Germany are Sauerkraut and Bratwurst, with a pitcher of lager. These traditional foods hold special meanings to the...
In a culture saturated in high tech toys that explode with dynamite sounds and whirling lights, children spend countless hours watching television and playing video games and less time engaging in creative and imaginative play. In Claudia Kalb’s article “The End of Make Believe,” she introduces the Knott family from Cleveland, Ohio. Kris Knott and her husband, parents of three active children, are striving to get back to the basics of play by increasing family time and decreasing their children’s television and video game usage. During the summer months, it would not be uncommon to find the entire family outside enjoying a pleasant evening together. Mrs. Knott states that “entertainment is not play” and children need carefree, less structured time to use their imaginations (Kalb, par.1). While the Knott’s children have plenty of organized activities such as after school sports, their parents recognize the importance of using imagination and creativity as a source of play (Kalb, par.1). In the same manner, parents must limit children’s time engaging in technology by creating quality family time and encouraging more creative and imaginative play for intellectual, emotional, and social skills to develop.
German construction industry had an extremely succesful period form 1988-1995 increasing elevator sales from 8000 units per year to 15500 units. This growth has to come to stagnancy and even decline as the elevator market is projected to contract by about 15% in 2000. The market can be broadly divided into 2 segments: new equipment and service with new equipment provider garnering upto 80% of the service contracts. Competion was intense in new equipment with intense price wars leading to negative margins. Profitability came from the servicing business. Servicing also saw steady demand.
Times have changed and due to this new technological era that we live in, children are spoiled with various types as well as numerous electronic devices. Although these advances are rewarding, they are detrimental to the youth. From xbox to television watching children spend more time trapped in their house, t...
"Reasons for Kids to Play Video Games." Kanata Kourier Standard 20 Feb. 2014: n. pag. EBSCOhost. Web. 2 Mar. 2014.
Many parents and teachers are apprehensive regarding the negative impact of video games. The opposing view believes that video games are having a negative effect on young children. For example, some of the negative effects are obesity, violent behavior, unsocial activity, and addiction. Nevertheless, all is not negative about gaming; studies by leading researchers have shown that video and computer games have many positive benefits. In this essay I will be discussing the many benefits that video games offer young children. Also, I will analyze the argument by Blanco et al. (2012) in the article titled, “A Framework for Simplifying Educator Tasks Related to the Integration of Games in the Learning Flow”.
In our present society, people cannot deny that the changes in this world have been tied to the advancement of the technology. It has evolved with this society so deeply where such conveniences are no longer luxuries but rather necessities. Unfortunately, the most affected group of people from the developed technology is the younger age people (Subrahmanyam, 2000). In the past, children were more lively and active: playing outdoors, running around, climbing trees and remaining active rather than watching television and playing video game and computer. It is true that the use of the technology has its own virtue. It provides value, convenience and entertainment, but it should not take the place of movement and realistic play from the children. Obviously, modern technology such as television, digital game, cell phone, and computer should be considered as a major fact, which contributing to negative health problems in children.
Before smartphones, what did children do for fun? Kids used to spend their free time playing outdoors with their friends. This is where children learned to interact with others. They made friends, and used their imagination to have fun. Children didn’t require devices to stay entertained, they had to have fun with others.