This consulting report concerns CanGo’s attempt to establish new business ventures to enhance the vitality of the organization through entering the enormous electronic gaming industry that is rapidly expanding. There is a significant amount of demographics that will embrace the virtual world of On-Line Gaming, since electronic entertainment has been revolutionized through increasing access to interactive online gaming with access to high-speed internet. Thus more, global games industry revenues were at 60.4 billion in 2009 and expected to rise to 70.1 billion in 2015. The value of this proposition is to increase revenues, increase speed, expand reach, and increase effectiveness. CanGo is offering a combination of software and hardware, which include On-line Gaming, e-Books, MP3 sales, and audio/video streaming. In order to reach these consumers effectively our firm has developed a strategic plan, SWOT Analysis, competitive advantage, marketing analysis, and financial analysis to enable CanGo to reach the vast wants and needs of the consumers through their vision and mission.…
This consultant report relates to CanGo’s attempt to explorer new business outcomes to increase the capacity of the organization throughout the electronic gaming industry which is rapidly growing much larger. According to, market research and analysis firm DFC Intelligence expects global games industry revenues to rise from $60.4 billion in 2009 to $70.1 billion in 2015. The importance’s of our consultant firm are to analysis and make recommendation to increase revenues, increase growth, and produce effective results. CanGo are involved in three kinds of electronic industries, which are elaborated into one company that includes e-books, digital media, and the online gaming industry. To develop a better understanding…
The total revenue of world Online Mobile Game Industry was about $25 billion in 2011. The world online Mobile Game industry would be increasing dramatically with about 14% CAGR in the next 4 years and reach just over $40 billion in 2015. (Fig2) Therefore, this paper of business…
With the game industry topping $18.60 billion in 2010 there can be no doubt that game sector is gaining more and more acceptance. T-Shirts with game characters like Mario, Pac man, turtles and objects like speed car and bikes are sold heavily in retails shops…
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.…
Massive multiplayer online role playing games is one of the largest online collaboration environments that exists in the world today. Popular games like, World of Warcraft, see thousands of people around the world interact with one another. With this interaction the creation of virtual economies becomes apparent. This paper argues that players of World of Warcraft are taught basic business concepts and ideas which can translate into real life business lessons. The paper will firstly define the nature of World of Warcraft as a massive online game. It will then examine and explain a series of in-game business concepts and how they relate to the real world.…
* Instead of focusing on one particular target segment (18 to 35 year-old male gamers with above average-education and high degree of comfort with new technology) further target segments should also be focused (e.g. women, children, occasional gamers and non-gamers). Some of the further customers require games which are easy to play because they have a low degree of comfort with new technologies. Furthermore some of them don’t want to invest a significant amount of their time to learn and play these games because of their busy lives.…
Wesley, David. Barczak, Gloria. (June 2010) Innovation and Marketing in the Video Game Industry. Ashgate Publishing Group. page 47…
The video game is still a relatively young industry, dating back to the 1972 launch of the first home console created by the American company Magnavox, called the Odyssey. In just under four decades the industry has blossomed across the globe. It wasn’t an easy road though, as the industry experienced a collapse in 1983, but was given life again thanks to the overwhelming popularity of the Nintendo Entertainment System created by Japan based company Nintendo. Today the video game industry has become a worldwide entertainment…
There is no denial that Video Games play a big role in modern society. It is a fun and enjoyable activities which millions of people practice every day. The gaming industry is one of the fastest industry in the last decade and the attraction of video games toward the public is growing more and more powerful. According to Gartner, an economic research term, global video game sales reached $111.1 billion in 2015. In 2013, computer and video game companies posted strong overall sales in the United States, with revenues exceeding $21 billion as entertainment software companies delivered well-paying jobs and revenue to state and local economies across the nation. (Meulen, R. V., & Riverra, J. (2013, October 29). Gartner Says Worldwide Video Game…
WebTel, one of the internet services providers in U.S., is looking for an opportunity to increase revenues coming from the gaming user segment. This segment is the main customer of the WebTel’s broadband internet services and spent $7 billion each year to the gaming industry that grows at an annual rate of 16 percent. WebTel aims to engage with this segment deeply by truly understanding their interests and priorities and get a share of the cake.…
• Increasing game complexity requires more sophisticated consoles • Must sell consoles at a loss…
The gaming industry comprises of three key segments: (i) the platform system or infrastructure segment which includes consoles, mobile devices and online media, (ii) the games publishing segment which includes games distribution, retailing and marketing and (iii) the games development and design segment. The platform segment is considered the most fundamental and important sector as it determines how users interact with console games, and has witnessed the most exciting innovations.…
Did you ever have a problem with your parents because of playing video games? Did you feel bad because they don’t understand the way you are thinking? That remind me of what happened to me last weekend, I was playing a video games after I finished my tasks which make my parents saying “Could you stop play this games like a kid and use your free time in something helpful? And they never tried playing video games. There are a lot of studies, which prove that most parents are against video games. In fact, video games benefits is a topic that can generate many different benefits, This essay will show how video games can help society in three main fields; workforce (business), education and healthcare.…
it involves in using a computer or a series of computers with one player in…