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Essay / Research Paper Abstract
This 3 page paper describes, analyses and explains the behaviour of consumers buying and/or using Microsoft's Xbox with its' online gaming facilities and the motivation of the buyers and users and as well as the development of bonds between them due to a common brand consumption, The bibliography cites 4 sources.
Page Count:
3 pages (~225 words per page)
File: TS14_TExboxm.rtf
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Unformatted sample text from the term paper:
number of characteristics of the may be noted as common. These are machines that are predominantly bought by males, and used by males. The major non user groups is adult
females with males who are in their teens and twenties the highest level users. Many of the X-box gamers were already experienced gamers having used either Sonys Play Station
or Nintendos Game Cube. These were the earlier entrants to the market witht heX-box being a late entrant,. However, it also had appeal. Many of the games created had allowed
for multiplayer finite and online gaming had been increasing in popularity. The X-box was a box that would allow online gaming with fewer additional items needed and subscriptions that the
alterative; Sonys Play Station where modems were almost impossible to get outside of Japan. This indicates the motivation to buy the machine. For many there was already a gaming
machine, so the main purpose was not just to play games in terms of leisure pursuits. It may have been possible for some gamers there were specific games they wanted
to play that were not released for the platform they already used. For example, in the end of 2003 Virgin 3D, an event organiser set up promotion for the X-box
with games such as Crash Nitrocart as well as the Simpsons Hit and Miss, These were set up in shopping centres, as such they were not aiming for a target
market. The aim was to give exposure to the games and the X-box in the run up to Christmas and boost sales (Marketing Event, 2004). The aim may have been
argued to gain exposure to those who may buy an X-box for others. However, to understand the motivation of the users we also need to look at how it
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