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Competitive and Market Analysis

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Competitive and Market Analysis
The art of business is taking a new shape in the contemporary world with the current advancements in modern technology. With the advancing use of computer technology, people have introduced new ways of selling and shopping online through the internet. Today, a variety of products and services can be acquired online and this explains for the vast benefits which can be realized in the heightening wave of technology. One common sector where online business has been realized is in the online shopping and gaming industry which has developed rapidly of late (Thompson, 2007). CanGo is one of the few companies known to have made a fortune in this sector. As a reputed seller of online books, games, CDS and DVDs, amongst other cutting-edge services and products, CanGo remains a real fun place on the Web. The company is reputable for offering the best online products and games as well as maintaining excellent service in terms of support and delivery of products.
CanGo is a target for those customers, especially the Gen X and Gen Y people who as we know would find great fun in online games and entertainment. However, like any other form of business, competition has been commonplace in the online shopping and gaming industry due to the rapid growth and expansion in this sector. This can be a threat for CanGo with the onset of more gaming stores recently.
This paper is a market research and analysis on the state of the online shopping and gaming market in regards to market size, trends, demographics and potential. It also observes the status of CanGo’s competitors in various segments of the market and several competitor’s services and product offerings have been examined in relation to that of CanGo.
Analysis of online shopping and gaming market
As technology continues to take shape, E-commerce continues to advance and people are getting drawn into the sector. This is due to the diverse benefits aligned to the system because the transactions are conducted in a



References: Blanchette, K. (2004). Effects of MP3 Technology on the Music Industry: An Examination of Market Structure and Apple iTunes. College of the Holy Cross. Retrieved September, 30 (6), 204. Kurzak, J.(2008). The playstation 3 for high-performance scientific computing journal. Computing in Science and Engineering, 10 (3), 84. Thompson, C. (2007). Halo 3: How microsoft labs invented a new science of play. Wired Magazine, 15 (9), 26-29. Griffiths, M. (2004). Demographic factors and playing variables in online computer gaming. CyberPsychology and Behavior, 7 (4), 479-487.

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