Demographic:
One of the main segments for Ossic to concentrate on is the gamer segment, especially those who are between 18- 49 years old and either both male or female (Gamers and Gaming - US - 2014). “Nearly two-thirds of headphone users exercise while using their headphones and that number increases to three-quarters when we look at the 18-34-year-old segment,” said Ben Arnold, executive director of industry analyst at NPD. People from 18 to 49 years old, are middle to upper class situated, and have stable income are the best candidates because the regular price for the Ossic X is $499.
Psychographic:
Gamers play primarily on smartphones, tablets, and computers (Gamers and Gaming - US - 2014). Following “Gamers and Gaming US” in Mintel, gamers often play different platform: 59% any platform, 25% mobile devices, and 17% gaming console, 11% computers. Console gamers spend more than 10 hours a week playing. The older millennial age group (25-44 years old) will explore new brands and are willing to update to newer technologies.
Benefits Sought:
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The fact that Ossic is a “unique” product allows the firm to satisfy both its consumer’s wants and needs with the newest technology. Ossic satisfies its consumer’s wants by the addition of 3 key features: 1) Compatibility with virtual reality devices for gamers; 2) boom-less mic for audio communication for gamers; 3) precise sound movements for music and movie fans. Ossic is also able to satisfy consumer needs: 1) Enhanced gaming experience; 2) technological advancement (OSSIC X: Immersive 3D Audio
In pages 20-24 of Reality Is Broken: Why Games Make Us Better and How They Can Change the World, I agree that there are many different video games. For me, I am a fan of single-player games with story modes because I can play by myself and go at a pace that suits me. However, I enjoy playing online multiplayer when I have friends I can play with because it is fun interacting with friends and doing stuff together. I play on a console or my computer, but I have played on my phone and a hand-held device. I have not played a board game or card game in a while, but I would play it if the opportunity presents itself. The video games genres I play are sports, action, and adventure. I agree with Jane McGonigal that video games share four defining traits,
Back in the day, gamers would use dials and keyboards to move simple two-dimensional shapes across a tiny pixelated screen. Since then, forty years later, friends and family are able to play together in ultra realistic virtual realities. Games are no longer only played by geeky teenage boys spending the day at an arcade. Video games are now for men, women, boys, and girls of all ages. According to a survey taken by 23 participants at McHenry County College on April 22 2014, 96% of them have played video games before, 61% play video games weekly, and 9 of the 16 women surveyed currently play video games. These results show that not only are video games extremely prevalent in modern day life, contrary to popular belief, a good portion of women play them as well. Many different types of personalities play video games as well. Video games are no longer an activity only desired by introverts. Not since the internet has allowe...
Do you or any of your friends play video games on a console? If you ask gamers the question, “gaming console you like the most?” they will probably say Xbox One or PlayStation 4. Xbox and PlayStation are known as the most popular gaming consoles of all the time. These two consoles have been competing for a very long time for the throne of the best game console since 2001 until now. In this article, we are going to find out which console has the best advertisement, We are going to determine this not by the console’s hardware, not by its cool features, and not by what exclusive games they have. It is because to grade the games and features are good or bad is kind of difficult because everyone can has different games
The average person who plays video games regularly is thirty-three years old (Issitt). This topic is important because video games have been given an unfair stereotype. Video games have the stereotype of taking over the lives of teenagers and making them violent. However, the benefits of video games outweigh the negatives.
Steven Connor delves into the mixing and creating of sound by computerisation, as well as the habits of sound; it’s immersion, pathos and objectivity.
The case study highlighted that the new game Wii introduced by the company had the ability to attract individuals considered non-gamers or casual gamers. The Wii was not as powerful or technologically advanced as the Xbox 360 and the PS3, but its success lies in its ability to provide a new means of playing video games. The innovative design of the Wii’s controller, which had built in motion sensors, created a whole new gaming experience for users - on...
Polyphonic is operating on a “shoestring budget” of $150,000. The company is not helped by initial discussions about HSS with potential customers, which have resulted in cold receptions, at best, about the product’s potential application to the music processes despite its multiple strengths.
[Accessed 27 December 2013]. Universal Studio’s, (2013). Universal Studio’s Facebook Screenshot [ONLINE]. Available at: https://www.facebook.com/universalstudiosentertainment
The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media based mediums and have become increasingly popular since the 1980’s. According to a report in Archives of Pediatrics & Adolescent Medicine, "Female gamers spent an average of 44 minutes playing on the weekdays and one hour and four minutes playing on the weekends, and male gamers spent an average of 58 minutes playing on the weekdays and one hour and 37 minutes playing on the weekends" ("Video Game Play Among Adolescents"). What can we understand from this evidence? The fact is that adolescents, male or female, are spending tremendous amounts of time each day sitting in front of a screen with a controller in hand.
Whether they be first-person shooters like Call of Duty, sports games like Madden or Fifa, racing games like Forza or Mariokart, or even games and apps on your phones, there are quite a bit of gamers in here. According to the Entertainment Software Association, about 59% of American play some sort of video game, so gaming isn’t all that uncommon (Entertainment Software Association, 2014). As such, there must be some sort of effect on the audience of this growing form of entertainment.
Owning a gaming computer is one of the best investments a person can make in their life. Having a gaming computer can greatly influence one’s entertainment ranges and personal hobbies. Every gamer or anyone who occasionally games should have a gaming computer instead of a gaming console. A gaming console only provides people with basic programs and simple user interface while a gaming computer can be used for any needs one need. A gaming computer is one’s own cable box but better. Having a gaming computer you can have it fully customized to fit whatever theme you would like it to fit, can run many programs and other applications faster than a console, and can be loaded with a plethora of multiple useful programs one can use.
The software used on these dedicated computer systems has evolved amazingly from the simple rectangular blips used in Pong. Games today feature richly textured, full-color graphics, awesome sound and complex interaction between player and system. The increased storage capacity of the cartridges and discs allows game developers to include incredibly detailed graphics and CD-quality soundtracks. Several of the video game systems have built-in special effects that add features like unique lighting or texture mapping in real-time.
Over the years gaming has become a widely popular aspect of our culture. Kids and teenagers have replaced riding there bike or playing with dolls for video games that connect people together all over the globe .We have all been there at one point and time, there are games for just about anybody. Video games are for all age’s yes us adults love to play them to. Playing video games are fun but not a lot of people realize the impact video games can have on the body physically and mentally. Excessive playing of video games can cause decreased social skills, deterioration in health and increased aggressive behavior.
...ill.” (Contented Writer, 2007) Moreover, playing video and computer games are also very costly as gamers need to purchase the latest gaming platforms such as new computer, consoles, and also online games that can keeping them with the latest gaming technologies.
Gaming has developed very much sense the beginning, from large arcade games to computer and console games, and now smartphones. The question must be asked, where is the gaming industry heading? In current day there are two major branches of gaming, the half that are with consoles and computers, and the other half mobile gaming with smartphones. The console and computer half of the gaming industry tends to have much better graphics, more content, lore, and is the older style of gaming. The smartphone half tend to be short little apps that don’t really have content, or lore for any matter, but are entertaining and do not require a television with them as they can take the games anywhere. This smartphone style of gaming is fairly new, shown by