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Essay / Research Paper Abstract
This 10-paper presents a marketing/environmental overview for a hypothetical virtual game geared at preventing drunk driving. Bibliography lists 10 sources.
Page Count:
10 pages (~225 words per page)
File: AS43_MTgamedrin.rtf
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Unformatted sample text from the term paper:
impaired, and therefore cant react quickly enough to the standard dangers that might crop up while driving. In such situations, at the very least, the result is a smashed-up car.
At the worst, the situation involves injured - or killed - innocent bystanders. Younger drivers, primarily men, tend to be the culprits; though statistics point out that 52% of men
between the ages of 35 and 54 acknowledge theyve probably driven while over the legal drink-drive limit (Woolz). In a study cited by NWS, it was found that 90% of
drink drivers in fatal crashes are men (Drunk Driving - Statistics, 2008). In this paper, its our intention to introduce a hypothetical product;
that of a virtual drink-driving game to help drivers better understand the consequences of drinking and driving. Its also the hope that this particular "game" will become a mandatory testing
vehicle when people come in to qualify for their motor vehicle licenses. The game would also be available to the general public, especially younger people, and would provide consequences as
to their behavior in a drink-drive situation. Microenvironments To have a better understanding of how we can market this particular product, weve been
asked to describe the six macroeconomic environments within the larger macro environment, and discuss the trends and theories pertaining to the issues (drink-driving). The environments are economic, cultural, demographic, natural,
technological and political/legal. Lets look at these individually. Economic Attempting to determine actual costs of drunk driving is difficult - there are the
direct costs, of course - the smashed cars, loss of life, medical costs, and so on. But there are indirect costs as well - and these are what impacts the
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